TEXT: The Ultimate Grimoire
  A Collection of Spells for 5th Edition Fantasy HERO
  Collated by Mark Doherty
  This Version: January 2005
  
  Table of Contents
  Introduction.............23
  Spell Types.............. 25
  A...........................27
  ACID CLOUD ........................... 27
  ADORATION ............................ 27
  AGE ..................................... 28
  AGONY ................................. 28
  AID ALLIES ............................. 29
  AID THE INJURED ..................... 29
  AIR ELEMENTAL FORM................ 30
  ALARM .................................. 30
  ALGAE BLOOM .........................31
  ALGOR’S AMAZING TRANSFORMATION 
  ........................................... 31
  ALTER AURA ........................... 32
  ALTER EXISTENCE .....................32
  ALTER OBJECT ........................ 33
  ALTER VOICE .......................... 33
  ALZARON’S SPELL OF THE SIEGE’S 
  END ..................................... 34
  ALZARON’S THAUMATURGIC 
  SERVITOR .............................. 34
  ALZARON’S TURNABOUT TACTIC ... 36
  ANALYSE DRINK ....................... 36
  ANAESTHETIZE ........................ 37
  ANIMAL CALLING.......................38
  ANIMAL CRY ........................... 38
  ANIMAL FORMS ........................ 38
  ANIMAL TONGUES .....................39
  ANIMATE DEAD ........................ 39
  ANIMATE GOLEM....................... 40
  ANIMATE OBJECT...................... 41
  ANIMATE REFLECTION ................42
  ANIMATE SMALL OBJECT .............42
  ANIMATE STAFF ....................... 43
  ANIMATE STATUE ..................... 43
  ANNIHILATE WORLD................... 44
  ANTI- MAGIC SHIELD.................. 45
  APPRENTICE............................ 45
  ARATHAR’S FARTRAVEL...............46
  ARATHAR’S FARTRAVEL II............ 46
  ARATHAR’S MYSTERIOUS VANISHING
  ........................................... 47
  ARATHAR’S SWIFT JOURNEY......... 47
  ARCANE SHIELD........................ 48
  
  ARCH GATE............................. 49
  ARION’S ASTRAL AWARENESS........ 50
  ARMOUR ................................50
  ARMY OF DARKNESS................... 51
  ARROWSTORM..........................51
  ARTHRITIS.............................. 52
  ASHEEM’S MYSTICAL FLYING CARPET
  ........................................... 52
  ASTRAL SIGHT..........................52
  ASTRAL TRAVEL........................53
  ATANDT’S SPELL OF FARSPEAKING..53
  ATMOSPHERIC LIGHTING............. 54
  AUGMENT OBJECT.....................54
  AWE STRIKE............................ 55
  B...........................56
  BACK SLAP.............................. 56
  BAD NIGHT............................. 56
  BALTHAZAR'S PRESERVING ICE.......57
  BANE BLADE............................ 58
  BANISHMENT........................... 58
  BANISH STORM......................... 59
  BARRIER OF SILENCE.................. 59
  BASIC SUMMONING.................... 60
  BEARHUG............................... 60
  BEARINGS............................... 61
  BEASTMASTER.......................... 61
  BEGONE................................. 62
  BEHOLD THE WICKED................. 62
  BEHOLDEN.............................. 63
  BELLONA'S BATTLEFIELD..............63
  BLACK FLAMES......................... 64
  BLACK TOUCH OF THE LOTUS....... 64
  BLESS.................................... 64
  BLESSING............................... 65
  BLESSING OF THE MOTHER........... 65
  BLESSINGS OF NATURE................66
  BLIGHT OF NIGIL.......................66
  BLIGHT.................................. 67
  BLIND....................................67
  BLIND....................................68
  BLINDING FLAMES..................... 68
  BLINDSIDE.............................. 69
  BLIZZARD............................... 69
  BLOODHOUND.......................... 70
  BLOOD OF THE EARTH................ 70
  BLUE MOON............................ 71
  BLUR.................................... 71
  BODY OF WATER....................... 71
  BOLT OF DECAY........................72
  BOLTS OF POWER......................73
  
  BORING BEETLES...................... 73
  BRAVERY................................ 73
  BREATHE UNDERWATER.............. 74
  BREATH OF SLEEPINESS...............74
  BRITTLE................................. 75
  BROOMSTICK........................... 76
  BUG EYES............................... 76
  BUG ZAPPER............................77
  BUMPER CROP..........................77
  BURKHARDT'S ENCHANTING MELODIES
  ........................................... 77
  BURNING BOLO........................ 78
  BURNING EYES......................... 79
  BUSH FORM............................. 79
  C...........................80
  CAGE OF FIRE.......................... 80
  CALL FRIEND........................... 80
  CALL COLD............................. 81
  CALL OF THE VOID.................... 81
  CALL SPIRIT............................ 82
  CALLING THE PACK....................82
  CALL WARRIOR.........................83
  CALLED SHOT.......................... 83
  CALM AIR............................... 84
  CALM.................................... 84
  CALM ANIMAL.......................... 85
  CHAIN LIGHTNING..................... 85
  CHAMELEON............................ 86
  CHANGE OF SEASONS................. 86
  CHANGELING........................... 86
  CHANGE WATER TEMPERATURE..... 87
  CHARIOT OF THE SUN.................88
  CHARISMA...............................89
  CHARM.................................. 89
  CHILL BLOOD........................... 90
  CHOKING CLOUD OF SMOKE..........90
  CHORES................................. 91
  CLAWS OF THE BEAR.................. 91
  CLEANSE................................ 91
  CLEANSE AIR........................... 92
  CLEANSE THE MIND....................92
  CLEANSE THE SPIRIT.................. 93
  CLEAR AIR.............................. 93
  CLOAK OF SPARKS..................... 93
  CLOUD EMOTIONS..................... 94
  CLOUD WRITING....................... 94
  CLUMSY................................. 95
  COLDFIRE............................... 95
  COLD IRON............................. 96
  COMPACTMENT........................ 96
  
  COMPANY OF HEROES.................96
  COMPULSION OF PURE REASON......97
  CONE OF COLD.........................98
  CONE OF DARKNESS................... 98
  CONFLAGRATION...................... 99
  CONTACT PLANE.......................99
  CONTINUAL DRUNKENNESS......... 100
  CONTRACT............................ 101
  CONTRACT OF DOOM................ 102
  CONVERSPHERE...................... 102
  COOL DOWN.......................... 103
  CO-ORDINATION...................... 103
  COUNT HOARD........................104
  CREATE ELEMENT.................... 104
  CREATE GREATER UNDEAD......... 104
  CREATE HOMONCULUS.............. 105
  CREATE ICE........................... 105
  CREATE LESSER UNDEAD............ 106
  CREATE STRONG UNDEAD...........107
  CREATE ZOMBIE...................... 107
  CREEPING FROST CURSE............ 107
  CREVASSE............................. 108
  CRUCIFY............................... 109
  CRUSHING PUNCH....................110
  CRYSTALLIZE..........................111
  CURE DISEASE.........................111
  CURE ILLNESS......................... 111
  CURSE..................................112
  CURSE..................................112
  CURSE OF FROGS.....................113
  D......................... 115
  DAGGER OF MIGHT...................115
  DAMPEN ABILITIES................... 115
  DANCING FLAME...................... 115
  DANCING FLAMES.................... 116
  DARK FEAR............................ 116
  DARK SIGHT........................... 117
  DARKLIGHT'S ILLUSION OF TASTE..117
  DARKLOCK'S DISMAL DISCORD...... 118
  DARTOUN'S ETHEREAL MANSION... 118
  DEAD MAN'S CANDLE................. 119
  DEAFEN................................ 120
  DEAFEN................................ 120
  DEAFENING SHOUT...................121
  DEATH FOG........................... 121
  DEATH LORD.......................... 122
  DEATHSLEEP.......................... 122
  DEBILITATING DISEASE.............. 123
  DECAY................................. 123
  DECEIVE THE SENSES................ 124
  
  DEEP FREEZE..........................124
  DEEP SHADOWS.......................124
  DEEP SLEEP........................... 125
  DEHYDRATE........................... 125
  DELAYED BLAST FIREBALL.......... 125
  DELUDE................................ 126
  DEMON HORDE........................126
  DEMON LOCUSTS..................... 127
  DEMON VISION........................ 127
  DEMON WINGS........................ 128
  DESOLATION.......................... 128
  DESTROY.............................. 128
  DETECT AILMENT.....................129
  DETECT ELEMENT.................... 129
  DETECT ENEMIES..................... 129
  DETECT GATE.........................130
  DETECT LIFE.......................... 130
  DETECT MAGIC....................... 130
  DETECT MIRAGE...................... 131
  DETECT WEATHER MANIPULATION 131
  DETERIORATE......................... 131
  DETOXIFY..............................132
  DEVIL CURRENT...................... 132
  DIAGNOSE............................. 133
  DIG TRENCH.......................... 133
  DIMENSION DOOR.................... 134
  DIMENSIONAL PASSAGE..............134
  DIMENSIONAL STORM................ 135
  DISCERN UNDEAD.................... 135
  DISCOVER FLAW...................... 136
  DISGUISE.............................. 136
  DISGUISE.............................. 136
  DISINTEGRATE........................ 137
  DISMISS................................ 137
  DISMISS THE UNCLEAN...............138
  DISMISS UNDEAD......................138
  DISPATCH............................. 138
  DISPEL ILLUSION......................139
  DISPEL FATIGUE...................... 139
  DISPEL MAGIC.........................140
  DISPLACEMENT....................... 140
  DISSIPATE............................. 141
  DISSUADE OBJECT....................141
  DIVERT TELEPORT....................142
  DOGS OF WAR........................ 142
  DOMINATE............................. 143
  DOMINATE SENSES................... 143
  DOOMKILL............................. 143
  DOPPELGANGER...................... 144
  DOUBLE................................144
  
  DOUBLE VISION....................... 145
  DOWSING.............................. 145
  DRAWING DOWN THE MOON........146
  DREAM FEAR.......................... 147
  DREAM SIGHT......................... 148
  DREAM WEAPON...................... 148
  DRIFT.................................. 148
  DROUGHT............................. 149
  DROWN................................ 150
  DUMAR'S INNER LIGHT OF PURITY. 150
  DUPLICATE............................ 151
  E......................... 152
  EARTH PASSAGE...................... 152
  EARTH READING...................... 152
  EARTHQUAKE......................... 152
  EAVESDROP........................... 153
  ECHOES FROM THE PAST............ 154
  ECLIPSE................................ 154
  EDIT DOCUMENT..................... 155
  ELECTRIC EEL SHOCK................ 155
  ELEMENTAL TRANSFORMATION.....155
  ELF EARS.............................. 156
  ELIAS'S WONDROUS TRANSFORMATION
  ......................................... 157
  ELMO'S LIMNING FIRE................ 157
  EMPATHIC HEALING..................158
  EMPEROR OF THE BEASTS...........158
  EMPEROR'S WARDROBE.............. 159
  ENCODE................................160
  ENDLESS NIGHT.......................160
  ENDLESS VOID........................ 161
  ENDURE THE FLAMES................ 161
  ENFEEBLE............................. 162
  ENHANCE FERTILITY................. 162
  ENHANCE MAGIC..................... 163
  ENHANCE PEOPLE.................... 163
  ENLARGE ELEMENT.................. 163
   ENHANCED INVISIBILITY............ 164
  ENLARGEMENT........................164
  ENTOMB............................... 165
  ENTROPY.............................. 165
  ERADICATION......................... 166
  ERCON'S MYSTICAL WARDING SPIKES
  ......................................... 166
  ESP..................................... 167
  ETERNAL EXILE....................... 167
  ETERNAL SLEEP.......................168
  EVER WATCHFUL..................... 168
  EVIL EYE............................... 169
  EXALTED HEALING................... 169
  
  EXPLOSIVE AIR BLAST................170
  EXTINGUISH FIRE..................... 170
  EXTRACT POISON.....................171
  EXTRADIMENSIONAL BUBBLE....... 171
  EXTRAPLANAR FLIGHT...............172
  EYE OF THE BEAST................... 172
  EYEBITE............................... 173
  EYES OF THE HAWK.................. 173
  F......................... 175
  FAERIE BANQUET.....................175
  FAERIE FOOD......................... 176
  FAERIE RING.......................... 177
  FAERIE SIZE........................... 178
  FALLING LEAF.........................179
  FALSE ILLUSION...................... 179
  FALSE LIMB............................ 180
  FAMILIAR.............................. 180
  FARHEARING.......................... 181
  FARSEEING............................ 181
  FAR SIGHT.............................182
  FEAR................................... 182
  FEATHER FOOT....................... 183
  FEIGN DEATH......................... 183
  FIELD OF NORMALITY................ 184
  FINGER OF DEATH....................184
  FINNEGAN'S FINDER SPELL.......... 185
  FIREBALL.............................. 185
  FIRE BLESSING........................ 186
  FIRE EAGLE............................186
  FIRE EATER............................187
  FIRE SIGHT............................ 187
  FIRE TRAP............................. 188
  FIRE WARDING........................ 188
  FISHER................................. 188
  FLAMING WEAPON................... 190
  FLIGHT.................................190
  FLOATING DISK....................... 191
  FLOOD................................. 191
  FLYING CASTLE....................... 192
  FOG BANK............................. 193
  FOOL'S GOLD..........................193
  FORCE GLOVE........................ 193
  FORCE HAMMER...................... 194
  FOREST WALK........................ 194
  FOREWARN............................ 195
  FORGET................................195
  FORGIL'S SPELL OF REDOUBLED 
  EFFORT................................ 196
  FORLORN ENCYSTMENT............. 196
  FOUL AIR.............................. 197
  
  FREE ACTION......................... 198
  FREE THE BODY...................... 198
  FREEZE LIQUID....................... 199
  FREEZING WEAPON.................. 199
  FRESH AIR............................. 200
  FRESH AIR............................. 200
  FRIENDLY MEETING.................. 201
  FRIENDLY RIDE....................... 201
  FRIENDSHIP........................... 202
  FRUITFUL..............................202
  FUR OF THE POLAR BEAR........... 203
  FUTURE SELF......................... 203
  G......................... 205
  GALE WIND............................ 205
  GAS BARRIER..........................205
  GAZE REFLECTION................... 206
  GEYSER................................ 206
  GHOST BLADE.........................207
  GLAMOR............................... 207
  GLARE................................. 208
  GLASS AIR............................. 208
  GLEAN INTENT........................209
  GLIDE.................................. 209
  GLOOM................................ 209
  GLOWING TRACKS....................210
  GLYPH OF SANCTION................ 210
  GOSSIPPING WIND....................211
  GREAT BANQUET..................... 212
  GREAT SIEGE WALL.................. 212
  GREATER PENTACLE OF BINDING.. 213
  GROUP INVISIBILITY..................213
  GROW VINE........................... 214
  GROWTH.............................. 214
  GUARDIAN WIND..................... 215
  GUIDE.................................. 215
  GUIDE WEAPON.......................215
  GUST................................... 216
  H......................... 217
  HAIL STORM........................... 217
  HAIRWEB.............................. 217
  HAIRY HAND.......................... 218
  HAND SWORD......................... 218
  HANNIBAL'S SONIC PARALYSIS...... 219
  HARDEN............................... 219
  HARVEST MOON...................... 220
  HASTE..................................220
  HAUNTED WOODS.................... 220
  HEARTREND........................... 221
  HEAT METAL.......................... 222
  HEAT SENSE........................... 222
  
  HEAVENLY BRIDGE................... 223
  HEIGHTENED AWARENESS...........223
  HIBERNATE............................ 223
  HIBERNATION......................... 224
  HIDDEN GROVE....................... 224
  HIDDEN SUGGESTION................ 225
  HIDE OF THE CHAMELEON.......... 225
  HIDE THOUGHTS..................... 226
  HIDEOUS RENDING................... 226
  HOLD PORTAL........................ 227
  HOMEKEEPER......................... 227
  HOOVES OF THUNDER............... 228
  HORNS OF THE RAM................. 228
  HORRIBLE STENCH................... 229
  HORSELESS CARRIAGE............... 230
  HOUSE SPIRIT......................... 230
  HRAG'S GRAND ANNOUNCEMENT...231
  HUMBLE............................... 231
  HUNGER............................... 232
  HURRICANE........................... 232
  HYPNOSIS..............................233
  HYPNOTIC FLAMES................... 234
  HYPNOTIC GAZE...................... 234
  I.......................... 236
  ICE BOAT.............................. 236
  ICE GLITTER.......................... 236
  ICE MISTS.............................. 237
  ICE SHARDS........................... 237
  ICE SIGHT............................. 237
  IGNITE FLAME.........................238
  ILLUSION.............................. 238
  IMAGES................................ 239
  IMMUNITY TO DISEASE...............239
  IMMUNITY TO SPELLS................ 239
  IMPRISON.............................. 240
  IMPROVED VENTRILOQUISM.........240
  IMPULSE............................... 241
  IMRIC'S PROOF AGAINST SCRYING..241
  INCINERATION STRIKE............... 242
  INCOMING!............................ 242
  INCREASE MASS....................... 243
  INCREASED AWARENESS............. 243
  INEXPLICABLE MANIFESTATION.....243
  INFESTATION..........................244
  INK OF THE OCTOPUS............... 245
  INSATIABLE THIRST.................. 245
  INSECT PLAGUE...................... 246
  INSTANT REPLAY..................... 246
  INTIMIDATE........................... 247
  INVEST OBJECT....................... 247
  
  INVISIBLE TENT....................... 248
  INVISIBLE SERVANT.................. 248
  INVISIBILITY........................... 250
  INVISIBLITY TO ANIMALS............ 250
  IRON SOUL............................ 250
  IRON WARRIOR....................... 251
  IRON WILL............................. 251
  J......................... 252
  JET OF AIR............................ 252
  K......................... 253
  KALAN'S CRYPTIC CHORDS.......... 253
  KHAMSHEEN........................... 253
  KNOW AIR............................. 253
  KNOW DIRECTION.................... 254
  KNOW MOON.......................... 254
  KNOW PLANE .........................255
  KNOW THE SIZE OF THE HIDDEN... 255
  KNOWING..............................256
  KORNAR'S GREASE SPOT.............256
  L......................... 257
  LAND HAVEN.......................... 257
  LAVA PIT.............................. 257
  LEGERDEMAIN........................ 258
  LEVITATE.............................. 259
  LICH TRANSFORMATION............. 259
  LIFE TRANSFER....................... 260
  LIFELEECH.............................260
  LIGHT.................................. 261
  LIGHTEN BURDEN.................... 261
  LIGHTEN METAL...................... 261
  LIGHTNING BOLT..................... 262
  LIGHTNING FLASH....................262
  LIGHTNING ROD...................... 263
  LIKE A ROCK.......................... 263
  LION'S ROAR.......................... 264
  LITTLE FRIENDS...................... 264
  LIVING WOOD......................... 265
  LOCATE NEMESIS..................... 265
  LOCATE OBJECT......................265
  LOFTY EYE............................ 266
  LONG SLEEP...........................266
  LORE OF THE PLANTS............... 267
  LOVE SPELL........................... 267
  LUCK CHARM..........................268
  LUNATIC............................... 268
  M.........................270
  MAELSTROM........................... 270
  MAGE'S BANE..........................271
  MAGIC DOOR.......................... 271
  
  MAGIC DOOR.......................... 272
  MAGIC FREE ZONE ...................272
  MAGIC HEARTH....................... 273
  MAGIC MOUSETRAP.................. 273
  MAGIC POOL.......................... 273
  MAGIC TAR............................ 274
  MAGICAL AURA....................... 274
  MAJOR HEALING......................275
  MALEDICTION ........................ 275
  MALEKITH'S METEOR SWARM....... 276
  MAOKAR'S GREAT LEAP FORWARD. 276
  MARATHON............................277
  MARCHING FOREST...................277
  MARKOTH'S ROTTING CURSE........278
  MARTIAL SKILL........................279
  MASK INEBRIATION................... 279
  MASS FEAR............................ 280
  MASS INVISIBILITY.................... 280
  MASS SILENCE.........................281
  MATERIALIZE ......................... 281
  MATLOQUE'S CURSE OF SILENCE... 281
  MATLOQUE'S IMPEDIMENT OF THE 
  TONGUE............................... 282
  MELD .................................. 282
  MEMORY............................... 283
  MEMORY SURGERY .................. 283
  MEND.................................. 284
  MENTAL CLOAK....................... 284
  MENTAL PARALYSIS.................. 285
  METAL SHAFT......................... 285
  METAL SKIN........................... 285
  MIGHTY LEAP......................... 286
  MIND MISSILE..........................286
  MIND SPEAK........................... 287
  MIND TRAP............................ 287
  MINOR HEALING...................... 287
  MIRAGE................................ 288
  MIRROR IMAGE........................288
  MIRROR PLANE .......................289
  MIRROR WALK........................ 289
  MISCAST .............................. 290
  MIST FORM............................ 290
  MONKEY SWING...................... 291
  MOON DANCE......................... 291
  MUD TRAP............................. 292
  MUTE...................................292
  MYSTERIOUS MANSERVANT......... 293
  MYSTIC FORTRESS....................294
  N......................... 295
  NACRE'S SAVAGE ATTRACTION..... 295
  
  NAMER'S COMMAND.................. 295
  NETHERWORLD....................... 296
  NEUTRALIZE ACID.................... 296
  NEUTRALIZE POISON................. 296
  NEW FEATURES....................... 297
  NIGHT BLINDNESS.................... 297
  NIGHTMARE........................... 298
  NIGHT SCARE......................... 298
  NIGHT SIGHT..........................299
  NIGHT WINGS......................... 299
  NONCOMMITAL....................... 300
  NUMB SENSE.......................... 300
  O......................... 302
  OBFUSCATE........................... 302
  OBJECT READING.....................302
  OBSCURE.............................. 303
  ODOR EATER ......................... 303
  OPEN BARRIER........................ 303
  OPEN GRAVE.......................... 304
  OPEN THY HEART.................... 304
  OPEN WOUND.........................305
  ORB OF FLAMES ......................305
  OWL FORM............................ 306
  OWL SENSE............................ 306
  P......................... 307
  PARALYSIS ............................ 307
  PART WATER..........................307
  PASS MONTH.......................... 308
  PASS TREES ...........................308
  PASS WALL ........................... 308
  PAST IMAGES..........................309
  PATHS OF CONFUSION...............309
  PENULTIMATE BARRIER..............310
  PENTACLE OF CONJURATION ...... 310
  PERCUSSION.......................... 312
  PERMANENT ILLUSION............... 312
  PERSUADE............................. 313
  PHANTASM............................ 313
  PHASE CITY .......................... 314
  PHASE TRAP .......................... 315
  PINCH.................................. 316
  PLAGUE ............................... 316
  PLAGUE OF FLIES.....................317
  PLANAR BOLT ........................ 318
  PLANAR PROTECTION ............... 319
  PLANE OF DARKNESS ................319
  PLANT GROWTH ..................... 320
  PLANT TRAIL ......................... 320
  POISON WELL......................... 321
  
  POKE................................... 321
  POLISH METAL........................ 322
  POOL OF QUICKSAND ............... 322
  PORTABLE HOLE ..................... 323
  POSSESSION........................... 323
  POUNCE OF THE LION .............. 324
  POWER ITEM.......................... 324
  PRAYER OF CLEANSING..............324
  PRECISION CONTROL................ 325
  PREDICT WEATHER .................. 325
  PRIMORDIAL ICE...................... 326
  PROCUREMENT....................... 326
  PROBE EMOTIONS.................... 327
  PRODUCE FLAME..................... 327
  PRODUCE SMALL ANIMAL ........... 328
  PROJECT VOICE...................... 328
  PROTECTION FROM FIRE ........... 328
  PROTECTION VERSUS MAGIC........329
  PSIONIC NEXUS ...................... 330
  PSYCHIC BLAST ...................... 330
  PSYCHOKINESIS....................... 331
  PSYCHOMETRY........................331
  PURIFY AIR............................ 331
  PURIFY BODY......................... 332
  PURIFY NOURISHMENT AND DRINK.332
  PURIFY WATER....................... 333
  PUTRIFY .............................. 333
  PYOSIS ................................ 333
  Q......................... 335
  QUENCH BRIGHT MAGIC.............335
  QUICK HEAL........................... 335
  QUICK RUN............................ 336
  QUICKEN TIME........................ 336
  QUICKENING.......................... 336
  R......................... 337
  RACNALD'S RICOCHET............... 337
  RAIN STORM...........................337
  RAPID INTOXICATION................ 338
  RE-DIRECT MAGIC.................... 338
  READ EMOTIONS...................... 339
  REALM OF THE EARTH .............. 339
  REALM OF THE GREAT............... 340
  REALM OF THE HUNTER ............ 340
  REALM OF THE SMALL............... 341
  REALM OF THE WATER.............. 341
  REGAIN HEALTH...................... 342
  REMAIN CONCIOUS................... 342
  REMOVE ENERGY..................... 342
  REPEL UNCLEAN...................... 343
  
  RESIST HEAT.......................... 343
  RESIST INTOXICATION............... 343
  RESIST MAGIC......................... 344
  RESIST PAIN........................... 344
  RESIST PAIN........................... 344
  RESIST THE FURY OF NATURE...... 345
  RESISTANCE........................... 346
  RESISTANCE TO COLD............... 346
  RESTORE BODY....................... 346
  RESTORE LIMB ....................... 347
  RESTORE MIND........................347
  RESTORE SENSES..................... 348
  RETRIBUTION......................... 348
  REVERSE EMOTIONS..................348
  REVIVIFY WOOD ..................... 349
  RING OF STEEL....................... 349
  RING OF SOLITUDE................... 350
  RIP SPACE............................. 350
  RISING COLUMN...................... 351
  ROCK FIST ............................ 351
  ROLLING STONE...................... 351
  ROLLING ROCK .......................352
  ROPE TRICK .......................... 352
  ROT WOOD ........................... 353
  RUBBERY TRANSFORMATION........354
  RUBBERY AURA....................... 355
  RUST IRON ............................355
  RUST METAL.......................... 356
  S..........................357
  SAFE SHALLOWS...................... 357
  SAFETY NET........................... 357
  SALWIN'S JOURNEY OF THE TORCH358
  SAND BLAST........................... 358
  SCAR LAND............................ 359
  SCRY DEFLECTOR.................... 360
  SCRYSHIELD........................... 360
  SEA WIND..............................360
  SEARING DISK......................... 361
  SEARING TOUCH......................362
  SECRET PATHS........................362
  SEE FUTURE........................... 362
  SEEK MIND.............................363
  SEIZE HIM!.............................363
  SENSE AIR CURRENTS................ 364
  SENSE EARTH......................... 364
  SENSE FUTURE........................365
  SENSE OF THE BAT................... 365
  SENSE UNCLEAN...................... 365
  SERVANT VISION......................366
  SHADE................................. 366
  
  SHADES................................ 367
  SHADOW............................... 367
  SHADOW CLOAK...................... 367
  SHADOW DEMON..................... 368
  SHADOW FORM....................... 368
  SHADOW MASK........................369
  SHADOW SPY..........................369
  SHADOW WALK....................... 370
  SHAKEDOWN.......................... 370
  SHAPE ELEMENT...................... 371
  SHAPE SHADOWS..................... 371
  SHAPE TREE........................... 371
  SHAPE WATER........................ 372
  SHAPECHANGE........................372
  SHARE FLIGHT........................ 373
  SHARPEN WEAPON................... 373
  SHIELD OF DELIVERANCE............ 374
  SHIELD OF PROTECTION.............374
  SHOCKING TOUCH....................375
  SHORGA'S LIFT........................375
  SHRINKING............................ 376
  SIEGE WEAPON....................... 376
  SILENCE................................376
  SILENT POWER........................377
  SILENT SPELLCAST................... 377
  SILVER BURST.........................378
  SIMULACRUM..........................378
  SINGLE PURPOSE..................... 379
  SIZZLING WEB........................ 380
  SKATE.................................. 381
  SKIN OF FLAME....................... 381
  SKIN OF THE SNAKE.................. 381
  SKULL SERVANT...................... 382
  SKUNK SPRAY......................... 384
  SKYBRIGHT............................ 384
  SLEEP.................................. 385
  SLEEP OF THE DEAD................. 385
  SLEEP TALKING....................... 386
  SLIP SPACE............................ 386
  SLOW.................................. 387
  SLOW TIME............................ 387
  SMOKING FIRE........................ 387
  SMOTHERING DARKNESS.............388
  SNAKE SENSE..........................388
  SOLID REFLECTION...................389
  SORSHA'S BLACK KISS................ 389
  SOULHOOK............................ 390
  SOUL SHIELD.......................... 390
  SOUL SLAVE........................... 390
  SOVEREIGN SUMMONING............ 391
  
  SPATIAL ANOMALY................... 392
  SPEAK WITH SPIRITS................. 392
  SPELL-LOCK........................... 393
  SPELL OF ABSORPTION.............. 393
  SPELL OF THE CHARMED BLADE....394
  SPELL OF THE GRASPED ARROW... 394
  SPELL OF THE TRUE ARROW........395
  SPELL OF THE WARRIOR'S STRENGTH
  ......................................... 395
  SPELL-WARD.......................... 395
  SPHERE OF ANNIHILATION.......... 396
  SPHERE OF SILENCE..................397
  SPIDER'S GRIP......................... 397
  SPINES OF THE PORCUPINE......... 397
  SPIRIT VOICE.......................... 398
  SPIRIT CURSE......................... 398
  SPORE CLOUD.........................399
  SPRINT................................. 399
  SQUEAKY SHOES...................... 399
  STARBURST........................... 401
  STARE OF POWER.................... 402
  STATUETTE........................... 402
  STAY DRY..............................403
  STEAL BREATH........................403
  STEAL FORM.......................... 404
  STEAL POWER........................ 404
  STEAL SIGHT.......................... 404
  STEAL YOUTH.........................405
  STEAM CLOUD........................ 405
  STILLBORN............................ 406
  STONE BODY.......................... 406
  STONE FACE.......................... 407
  STONE SHAPE......................... 407
  STONESKIN............................ 408
  STORM OF THORNS.................. 408
  STORY SMOKE.........................408
  STRENGTH IN ARMS.................. 409
  STRENGTH OF TEN................... 409
  STRENGTH SWITCH.................. 410
  STRENGTHEN OBJECT............... 410
  STRENGTHENING OF WILL.......... 410
  STROBE................................ 411
  STROLLING CHAIR.................... 411
  STUNJACK............................. 411
  SUBDUE MAGIC....................... 412
  SUBLIMINAL MESSAGE................412
  SUFFER THE FROST.................. 413
  SUFFER THY WRATH................. 413
  SUGGESTION.......................... 414
  SUMMON ANCIENT POWER.......... 414
  
  SUMMON DEMON..................... 415
  SUMMON DEMON HAND.............. 416
  SUMMON DJINN....................... 416
  SUMMON ELEMENTAL................ 417
  SUMMON FAMILIAR................... 417
  SUMMON HORDE......................418
  SUMMON IMP.......................... 419
  SUMMON MAJOR DEMON............ 419
  SUMMON MOUNT..................... 420
  SUMMON PLANAR ENTITY........... 420
  SUMMON RESIDENT...................421
  SUMMON SALAMANDER.............. 421
  SUMMON SUCCUBUS................. 422
  SUMMON VERMIN..................... 422
  SUMMON WATER WEIRD............. 423
  SUNBOLT.............................. 425
  SUPPRESS CHANGE...................426
  SWAMP GAS........................... 426
  SWARM.................................427
  SWARM FORM......................... 427
  SWIMMING............................. 428
  SWIRLING LEAVES.................... 428
  SYRUPY LIQUID....................... 428
  T......................... 430
  TALE OF THE FLAME................. 430
  TALMAGE'S EFFULGENT CLOAK.....430
  TANGLEHANDS........................431
  TAP SKILL............................. 431
  TARQUA'S FROSTBALL............... 432
  TATTOO............................... 432
  TELEPATHIC CONTACT.............. 433
  TELEPORT............................. 434
  TEMPERATURE........................ 434
  TEMPLE OF SOLITUDE............... 435
  TEMPORAL TORNADO................ 435
  THAUMATURGIC DOLL............... 436
  THE CASTING OF THE RUNES....... 438
  THE CHAIN OF MYRIAD USES........438
  THE CHANT OF BINDING.............439
  THE CRUSHING RINGS OF ZONTAL.439
  THE DANCE............................439
  THE DAZZLING MARTIAL DISPLAY.. 440
  THE EYE OF EAGLE ARCHERY.......440
  THE FIRST WORD OF OPENING..... 441
  THE GREAT STORM...................441
  THE GREAT WASTING................442
  THE GREY HAND......................442
  THE GRIP OF IRON................... 443
  THE INSENSATE WORD...............443
  THE MEDUSA TOUCH.................443
  
  THE NEXT WHISKEY BAR (or Tavern 
  Locator spell).........................444
  THE NIGHT EYE.......................444
  THE PHOENIX EFFECT............... 445
  THE QUESTING SPELL OF SKALIZAR
  ......................................... 445
  THE RENDERING OF THE POLEARM 446
  THE REVELATIONS OF THE MAD....447
  THE SECOND WORD OF OPENING.. 447
  THE SPELL OF ENCHANTING A 
  WEAPON............................... 448
  THE SPELL OF NET CASTING........448
  THE SPELL OF STRIKING SPIRITS... 449
  THE SPELL OF THE CLOSE-DANCING 
  WEAPON............................... 449
  THE SPELL OF THE DANCING WEAPON
  ......................................... 450
  THE SPELL OF THE DEBILITATING 
  ARMOR................................. 450
  THE SPELL OF THE INSTANT ARMY 450
  THE SPELL OF THE RETURNING 
  WEAPON............................... 451
  THE SPELL OF VORPAL SLICING.... 451
  THE SPELL OF WEATHERCALLING..452
  THE UNDERTAKER....................452
  THE VOID.............................. 456
  THE WALKING DEAD................. 457
  THE WHIRLING TORNADO ATTACK.457
  THE WORD OF DEVASTATION.......458
  THE WORD OF THE ULTIMATE 
  WEAPON............................... 458
  THREE WISHES........................ 459
  THRESHOLD........................... 459
  THUNDER.............................. 460
  THUNDER FIST........................ 460
  THUNDERCLAP........................460
  TIME BROTHER....................... 461
  TIME PHASE........................... 462
  TIME PIECE............................ 462
  TIME TUNNEL......................... 463
  TIME STOP.............................463
  TIME VORTEX......................... 464
  TONGUES.............................. 464
  TORNADO............................. 465
  TOUCH OF DECAY.................... 466
  TOUGHEN CLOTHING................ 466
  TRACE TELEPORT.................... 467
  TRACKLESS............................ 467
  TRACK MAGIC......................... 468
  TRANCE................................ 468
  TRANSCENDENT HEALING........... 469
  TRANSCENDENT SUMMONING.......469
  
  TRANSFORM PLANT.................. 470
  TRIGGER MESSAGE................... 470
  TRIP.................................... 471
  TRUE FORM........................... 471
  TRUE SEEING..........................472
  TSESHARI'S SHADOW PUPPET.......472
  TSUNAMI...............................473
  TULSIT'S DISAPPEARING TEXT...... 474
  TULSIT'S MISLEADING TEXT......... 474
  TURN THE DARK ARTS............... 475
  TURN TIDES........................... 475
  U......................... 476
  ULTRASOUND......................... 476
  ULTRATALK........................... 476
  UNBELIEVABLE SOBRIETY........... 477
  UNLIGHT.............................. 477
  UNSTOPPABLE DANCE............... 477
  UNWALL............................... 478
  V......................... 479
  VALUE................................. 479
  VIEW ALTERNATE TIME.............. 479
  VIEW PERSONALITY.................. 480
  VISIONS OF THE FOREST............ 480
  VENTRILOQUISM...................... 481
  VERIFY................................. 481
  VERMIN SPY........................... 481
  VIPER BITE............................ 482
  VLAD'S BODY OF MIST................482
  VOID OF THE SENSES................ 483
  VORTEX OF MOTES................... 483
  W.........................485
  WAIL OF THE BANSHEE.............. 485
  WAKE CHEST.......................... 485
  WALK WITH HUMILITY............... 486
  WALKING CHEST......................487
  WALL CLIMB...........................488
  WALL OF FIRE.........................489
  WALL OF FLAMES.....................489
  WALL OF GARBAGE.................. 490
  WALL OF ICE.......................... 490
  WALL OF LIGHTNING................ 491
  WALL OF THORNS.................... 491
  WALLS................................. 492
  WAR FEVER........................... 494
  WARD MALEVOLENCE................ 495
  WARDBREAKER....................... 495
  WARMTH.............................. 496
  WARP.................................. 496
  WARPSPASM...........................496
  
  WARRIORS OF THE DARK WOOD... 497
  WATER JET............................498
  WATER SENSE.........................498
  WATER SPOUT........................ 498
  WAVE RIDER.......................... 499
  WEAKEN............................... 499
  WEAKEN OBJECT..................... 500
  WEAKEN WILL.........................500
  WEAKNESS.............................500
  WEATHER MANIPULATION...........501
  WEATHER VISION..................... 501
  WEB OF THE SPIDER................. 502
  WEEDS................................. 502
  WHISPERING WIND................... 503
  WIFF................................... 503
  WILL-O'-THE-WISP....................504
  WIND CONTROL...................... 504
  WIND MESSENGER.................... 505
  WINGS OF THE BAT.................. 505
  WINGS OF THE EAGLE............... 505
  WITHER................................ 506
  WITHER LIMB......................... 506
  WIZARD BANE......................... 507
  WIZARD'S BREATH.................... 507
  WIZARD'S CIRCLE..................... 507
  WIZARD'S LIGHT...................... 508
  WOOD SHAPING...................... 509
  WOOD SPEAK......................... 509
  WOOD'S GRASP....................... 510
  WOUND BANE......................... 510
  WRACK.................................511
  WRAITH FORM........................ 511
  WRATH OF THE GREEN WORLD.... 512
  Z......................... 513
  ZARASHA'S DIMINUTIVE CONFINEMENT
  ......................................... 513
  ZELKOR'S REGENERATION........... 513
  ZOMBIE................................ 514
  ZONE OF AVOIDANCE................ 515
  ZONE OF DELAY...................... 517
  Spell Types............ 518
  The Spell Lists.........520
  A........................................ 520
  B........................................ 522
  C........................................525
  D........................................528
  E........................................ 531
  F........................................ 534
  G....................................... 536
  
  H....................................... 537
  I........................................ 539
  J........................................ 541
  K........................................ 541
  L........................................ 541
  M....................................... 543
  N....................................... 545
  O....................................... 546
  P........................................ 546
  Q....................................... 549
  R........................................ 549
  S........................................ 551
  T........................................ 558
  U....................................... 562
  V........................................ 563
  W....................................... 563
  Z........................................ 566
  
  Introduction
  Almost all the spells in this grimoire are listed with "specific modifiers" - that is 
  to say, those advantages and disadvantages that are needed to define the spell. 
  There are also some modifiers which give the spells "feel"—so most mental spells 
  require concentration, most animal spells partially or wholly transform the caster 
  and so on. However, any other limitations or advantages that an individual spell 
  caster has (for instance the use of foci, the need for concentration or gestures) 
  are specific to individual mages and so are not listed here.
  Likewise the limitations of certain styles of magic — for example, the Spell 
  Colleges presented in 4th Edition Fantasy Hero — are not given with these spells, 
  since such limitations will vary from campaign to campaign. The limitations or 
  advantages of individual mages or schools of magic are added to the specific 
  modifiers listed to get the total advantages and disadvantages, and therefore the 
  real cost. So the spell colleges from Fantasy Hero can easily be recreated by 
  adding "college specific" limitations (such as "must have X points in school") to 
  the appropriate spells from this list. Alternatively, GM wishing to create a new 
  style for Priests of Set, say, can quickly create a spell book for them by selecting 
  appropriate spells from the list and adding the limitations (and/or advantages) 
  characteristic of that style of magic. Thus the same spell from this list could be 
  cast in two different ways by different spell casters — adding to the variety 
  available.
  Finally, these spells are intended as a source of inspiration or for use when a 
  spell-using character needs to be quickly generated. It almost goes without 
  saying that they can be readily altered to suit your whims. Use your imagination!
  The length of time required to cast a spell is usually standard — i.e.: ½ phase or 
  zero phase as determined by the power. However, some spells have a base time 
  listed that is greater (i.e. they take the "extra time" limitation). In general, these 
  
  are spells which either involve some action component (writing an inscription, 
  rubbing an object with sacred oil, etc.), spells in which the desired object takes 
  some time to attain (the arrival of summoned animals, or a change in the 
  weather) or in which the spell is particularly powerful (in which case it might be 
  reasonable to assume a certain amount of extra time is required). In a few cases, 
  the extra time is given to render a spell with potential combat applications (but 
  which is meant for other uses) unusable in combat. Of course characters can 
  always require a spell to take more time (and thus take a larger limitation), or 
  spend more time casting a shorter spell to increase their spell casting skill roll, if 
  one is used.
  Where END cost is listed in brackets, it represents a one-time cost for casting the 
  spell, which then costs nothing to maintain.
  Many of the items in this list are conversions of spells described in Fantasy Hero 
  and the two Fantasy Hero Companions. Spells were also contributed by Mike 
  Harvey and a huge number by Robert J. Hall, while I'm responsible for a hundred 
  or so more. Spells were also converted from FRP material for other games, 
  including the infamous Net spell books. The authors of such things are always 
  difficult to trace, but if you see any material here you think may have come from 
  your game, please contact me and I'd be delighted to add your name to the 
  credits!   
  Mark Doherty 
  
  Spell Types
  Spells are categorised by type (Enchantment, Divination, etc.) as well as specific 
  kinds of spell. Combat spells are divided into normal combat or non-lethal 
  combat (appropriate to those who espouse a pacifistic philosophy, for instance). 
  The categories are: 
  Al 
  Alchemy 
  Am 
  Animal Magic 
  Ar 
  Artifice
  Dv 
  Divination
  En 
  Enchantment
  El 
  Elementalism - often combined with a further code to indicate 
  the element:
  ➔
  spirit (Sp), 
  ➔
  air (Ai), 
  ➔
  flesh (Fl), 
  ➔
  water (Wa)
  ➔
  wood (Wo)
  ➔
  earth (Ea)
  ➔
  metal (Me
  ➔
  fire (Fi)
  Il
  Illusion
  Mm
  Metamagic
  Ne 
  Necromancy 
  
  Nm 
  Nature Magic 
  Pm 
  Plant Magic 
  Su 
  Summoning (also called Conjuration or Invocation) 
  To aid in identifying spell types to add to a mage's repertoire, the following 
  codes are also provided:
  Co 
  Spells useful in combat 
  Cn 
  Spells useful in combat, but non-lethal in effect 
  Da 
  Darkness or Shadow magic
  Di 
  Spells that involve travel through, or alteration of, dimensional 
  boundaries 
  Fo 
  Spells employing the use of mystical, but tangible, force. 
  Go 
  Spells used by “good” organisations - those generally opposing 
  demon-worship and necromancy 
  He 
  Healing or Curative magic
  Ic 
  Spells of ice or cold 
  Li 
  Spells using light (and sometimes heat, though not fire) 
  Lt 
  Spells employing electricity 
  Lu 
  Spells which have a lunar component or are affected by lunar 
  cycles 
  So 
  Spells employing sound as their major effect, or affecting the 
  perception of sound
  Ti 
  Spells affecting time 
  Tr 
  Spells of travel 
  For details of the Active Point values and Spell Type notes, see the Spell Lists at 
  the back of this book. 
  
  A
  
  ACID CLOUD 
  When this spell is cast, a melon-sized sphere of highly acidic water flies from the 
  hands of the caster, expanding into a cloud of droplets centred on the target 
  hex. The cloud will continue to burn any victims caught within the 4" radius as 
  long as the END pool lasts, unless they manage to douse themselves in water. 
  Power: 1d6 Energy RKA 
  Specific Modifiers: Area Effect (Radius x4, +1+½), Armour Piercing (+½), 
  Continuous (+1), Sticky (+½), Uncontrolled (douse with water to negate), 
  (+½); Won’t work in very dry areas (-¼), No effect on glass or acid-proof 
  material (-¼).  
  Active Cost = 75 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  Phase. 
  
  ADORATION 
  If the target of this spell is the opposite gender, he or she will immediately fall in 
  love with the caster. If he or she is the same gender they will treat the caster as 
  their oldest, dearest friend. Virtually anything that the caster asks the target to 
  do will be done in the name of this love or friendship. This spell requires the 
  caster to make eye contact with the target in order to be successful. 
  Power: 16d6 Mind Control 
  Specific Modifiers: Caster must seek +20 necessary to make the target 
  think the actions were natural ( ½). Requires eye contact with target (-½). 
  Active Cost = 80 points. END Cost: 8; Magic Roll: -8; Casting Time: ½ 
  Phase. 
  
  AGE 
  This spell causes materials within the target hex to suffer the effects of rapid 
  ageing, becoming weaker and often crumbling into dust on contact. This spell has 
  no effect on life forms, or materials that withstand ageing well, such as ice and 
  gem stones. Multiple applications of this spell will ruin most objects. 
  Power: 1d6 RKA Physical Blast 
  Specific Modifiers: Armour Piercing (+½), Area Effect (Hex) (+½), 
  Trigger(s) (Object(s) disturbed) (+½), x2 Difficult to Dispel (+¼); No effect 
  on materials that do not age (-¼), No effect on life forms (-¼). 
  Active Cost = 41 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase. 
  
  AGONY 
  Summoning a Demon without a suitable means of control has been the demise of 
  many a Demonologist. When the usual bribes and attempt at mind control fail, 
  the summoner can threaten the Demon with this spell. The mind of the Demon is 
  assaulted by wave after wave of mental anguish, crippling his ability to resist. 
  Power: 6d6 Ego Attack (Agony) 
  Specific Modifiers: ½ END (+¼), Continuous (+1); Only versus Demon (-1-
  ¼), IAF – A scroll made from expendable expensive materials containing 
  the demon’s name (The scroll takes about an hour to prepare, and is 
  burned in a fire upon casting, -1-½). 
  Active Cost = 135 points. END Cost: 7; Magic Roll: -13; Casting Time: ½ 
  Phase. 
  
  AID ALLIES 
  This spell enables the caster to revitalize all friends surrounding the caster. This 
  spell will replace some of the spent energy of the allies around the caster, 
  enabling them to fight longer or cast more spells. 
  Power: 2d6 END Aid 
  Specific Modifiers: Area Effect Radius (+1), Increased Range: 8" Radius 
  (+¾), Selective (+ ¼). 
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  Phase. 
  
  AID THE INJURED 
  This spell can be used to dramatically increase the healing rate of the target, 
  restoring 1 BODY for each turn the spell is in effect. The caster spends the 
  number of END needed to maintain the regeneration for the required number of 
  turns at the time the spell is cast. Restoring a large amount of BODY in this 
  manner can be quite exhausting to the caster. 
  Power: Regeneration (1 BODY per turn) 
  Specific Modifiers: Uncontrolled (+½), Usable by Others (+½). 
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase. 
  
  AIR ELEMENTAL FORM
  Securely connected to the element of air that surrounds, the Wizard can draw 
  upon the powers of the wind to aid his cause. Upon casting this spell, the mage 
  body of the mage becomes wrapped in a swirling wind. Protected against weak 
  attacks, he is able to float lightly through the air and summon winds to move 
  objects about.
  First Power:  Telekinesis (15 STR)
  Specific Modifiers: Affects all parts of target (-¼).
  Second Power: 10" Flight
  Specific Modifiers: Linked to Telekinesis (-½).
  Third Power: 2 DEF Force Wall
  Specific Modifiers: Linked to Telekinesis (-½).
  Combined Specific Modifiers: Doesn't work in rain, underwater, or greater 
  than 10kph winds (-½).
  Active Cost = 22 + 20 + 5 points. END Cost: 5; Magic Roll: -5; Casting Time: 
  ½ Phase.
  
  ALARM 
  The caster sets up a field of vibrations that senses intruders and screams out 
  warning. It can be cast on a door, a tunnel, etc. It is a favourite way for 
  individual wizards to “set watch” on long journeys. 
  Power: Images vs. Hearing 
  Specific Modifiers: Variable Trigger (+½); Only to sound an alarm (-1) 
  Active Cost = 7 points, END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase. 
  
  ALGAE BLOOM 
  A bloom of algae is created underwater within the radius of the spell target, 
  cloaking any life forms therein with a dense stew of green growth. Visibility 
  within the effected area is reduced to zero, until darkness falls or a strong 
  current sweeps the bloom away. 
  Power: Darkness to Sight Group, 3" Radius 
  Specific Modifiers: Only underwater (-1-½), Single Continuing Charge 
  lasting 1 Day (Night time, darkness, or strong current to cancel, 0), 
  Limitation: only where plants can grow (-¼). 
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase. 
  
  ALGOR’S AMAZING TRANSFORMATION 
  This spell is similar to the “shape change” spell, but affects other characters, 
  rather than the caster. This spell can be used as both an attack spell and as a 
  helpful spell which the caster can use to disguise his friends. Like all major 
  transformations, the spell is quite draining on the caster. It also normally takes 
  several repeated castings for the spell to take effect. 
  Power: 4d6 Cumulative Major Transformation 
  Specific Modifiers: May transform target into living creatures (+½), x2 END 
  Cost (-½). 
  Active Cost = 90 points; END Cost: 18; Magic Roll: -9; Casting Time; ½ 
  Phase. 
  
  ALTER AURA 
  This spell alters the “aura” of the target of spells designed to assess his nature. 
  Thus, if a sorcerer-priest cast “Detect Evil” on a suspected miscreant protected 
  by this spell, it would detect whatever he had previously chosen, unless the 
  caster successfully made his PER roll. 
  Power: Images vs Detects and Mental Awareness, -5 to PER rolls. 
  Active Cost = 25 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase. 
  
  ALTER EXISTENCE 
  This is one of the more powerful alteration spells and with it the caster can 
  change the very structure of his target. This spell allows the caster to alter an 
  enemy, to change him into something else entirely. The shaper must define what 
  the spell effect will be when he learns the spell, such as “person into stone” or 
  “person into wood”. 
  Power: 3d6 Major Transformation 
  Specific Modifiers: Cumulative (+½), Change target into anything (+1). 
  Active Cost = 112 points. END Cost: 11; Magic Roll: -11; Casting Time: ½ 
  Phase. 
  
  ALTER OBJECT 
  A Shaper can use this spell to totally change the nature of an object. The 
  object’s size and mass cannot be altered, but its shape may be changed. The 
  spell does not effect people or animals, and the object to be changed must be 
  shaped by hand, as would a clay pot be shaped by a potter. 
  Power: 2d6 Minor Transformation 
  Specific Modifiers: Any object into any other object of similar size and 
  mass (+¼), Cumulative (+½); Extra Time: Full Phase (-½), No Range (-½), 
  Not vs. people or animals (-1)
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase. 
  
  ALTER VOICE 
  This spell allows the Caster to change his own voice so that he sounds like a 
  completely different person. The voice change is very difficult to detect, even 
  when impersonating somebody known to observers. The Caster must have 
  previously heard a voice in order to mimic the sound. 
  First Power:  Mimicry
  Second Power:  +5 to Mimicry roll 
  Specific Modifiers: Only to change voice (-¾), Gestures (-¼). 
  Active Cost = 13 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  Phase. 
  
  ALZARON’S SPELL OF THE SIEGE’S END 
  This complex spell completely destroys a castle or other building. The Mage must 
  make a detailed model of the building; the materials for the model must come 
  primarily from the building to be destroyed. Once the model is complete, the 
  mage goes through a lengthy ritual, and then crushes the model. The building 
  will likewise be destroyed. 
  Power: 7d6 RKA 
  Specific Modifiers: Area Of Effect (20" radius, +1¼); Extra time (1 week, 
  -4 ), OAF (model of building, built from bits of the building; fragile, 
  expendable, long and complicated creation process; -1½). 
  Active Cost = 236 points. END Cost: 23; Magic Roll: -23; Casting Time: 1 
  week. 
  
  ALZARON’S THAUMATURGIC SERVITOR 
  This most basic spell of Thaumaturgy employs the Principles of Sympathy and 
  Contagion. It is credited to the legendary Alzaron, the so-called father of 
  Thaumaturgy. By means of this spell, a mage can do virtually any sort of work; 
  experienced Mages can lift vast weights and transport huge object with the 
  Thaumaturgic Servitor. The Thaumaturgic Servitor has two important limitations. 
  First, it cannot be used as a direct combat spell—it cannot be used to “crush” 
  opponents and so forth, though it could be used to, for example, undo the 
  buckles on an opponent’s armour, since doing so would not amount to directly 
  attacking him with the spell. Similarly, if the Thaumaturgic Servitor is made 
  strong enough, it could topple siege engines. Second, the Servitor cannot move 
  people at all, except that it can carry something that people are standing or 
  sitting on (for example, a wagon). To directly move a person, for example to 
  slam him against the wall, requires a Thaumaturgic Doll (see the spell of that 
  name). 
  Power: 20 STR Telekinesis 
  Specific Modifiers: +1 Variable Advantages (+½), Variable Special Effects 
  (limited group, +¼), 0 END (+½); TK Cannot Be Used To “Crush” People, 
  Directly Move People, Or Otherwise Be Used As A Direct Combat Spell (-¾). 
  Active Cost = 150 points. END Cost: 0; Magic Roll: -15; Casting Time: ½ 
  Phase. 
  Options: Increase the STR of the Telekinesis; add Fine Manipulation. Each 
  application of this spell has been given a different name; hence, there are 
  numerous “sub-spells” of this spell. For example: 
  
  Caranncol's Cacophonous Carpenters
  By means of this spell, the Mage can undertake just about any construction job 
  (though any complex projects will require a PS: Carpentry roll). The Variable 
  Advantage should be set on Area Of Effect, so that nails can driven and beams 
  held up all over the construction site Because of the caprice of Caranncol, the 
  spell’s creator, the spell is accompanied by the sounds of carpenters at work. 
  The Spell Of The Invisible Ploughman
  This spell allows the Mage to quickly and easily plough a field. It requires an 
  actual plough The Mage starts the plough, and it ploughs the real field in mere 
  minutes. 
  The Thaumaturgic Box
  This spell was originally developed to move crates around in dockside 
  warehouses, and voilà! the object can be carried anywhere effortlessly. 
  One Wheel For Many
  This spell allows the Mage to effortlessly move any wheeled vehicle. 
  
  ALZARON’S TURNABOUT TACTIC 
  This spell has caused many a wizard to rue the day he attacked a mage who 
  knows it. This spell gives the caster the power to absorb magical ranged attacks 
  and launch them back at the one who used them, or even at someone else. Less 
  experienced mages are limited to simply absorbing the energy of the spell and 
  reflecting it back as is; masters can absorb the energy and convert it to some 
  other form (such as converting a flame spell to an ice spell or a wind spell). 
  Power: Missile Reflection, all missiles, any target 
  Specific Modifiers: Spell Will Only Reflect Magical Attacks, Not Missile 
  Weapons (-1). 
  Active Cost = 60 points. END Cost: 0; Magic Roll: -6; Casting Time: ½ 
  Phase. 
  Options: More experienced Mages add the Advantage Variable Special 
  Effects (any magic spell, +¼), so that they may “switch” the form of 
  energy absorbed to a different form when they attack with it. This makes 
  the Active Cost = 75. 
  
  ANALYSE DRINK 
  This spell requires the caster to sip a drink of any sort. The spell will then 
  analyse all the components of the drink and make them known to the caster. The 
  various liquids that make up the drink are revealed specifically, as well as the 
  proportions in which they are extant. Specific brews, vintages, or brands (if 
  applicable) are known exactly, and any dilution of the drink with water is also 
  revealed. Since the casting requires actually tasting the drink, it is not really 
  useful in safely identifying poisons (although the caster will instantly know what 
  kind of poison just hit him!). 
  Power: Analyse sense (taste, +2 PER) 
  Specific Modifiers: only liquids (-½),Costs END (-½) 
  Active Cost = 14 points; END Cost: 1; Magic Roll: -2; Casting Time; ½ 
  Phase. 
  
  ANAESTHETIZE 
  This spell will allow a healer to perform chirurgy and/or treat wounds without 
  causing the patient pain. The spell will, over the course of the casting time, put 
  the patient to a deathlike sleep that will hold them quite motionless. The spell 
  thus aids the healer in his tasks. The caster must estimate the length of time he 
  requires the patient’s unconsciousness to last — once the trance is initiated, it 
  cannot be cancelled until it has run its duration, without the use of a spell such 
  as Dispel Magic. 
  First Power:  Talent: Simulate Death 
  Specific Modifiers: Usable by (one) other (+¼) 
  Second Power: +3 to Paramedic (healing) skill roll 
  Specific Modifiers: For treating wounds only (-½), Linked to Simulate 
  Death (-½) 
  Active Cost = 4 + 6 points. END Cost: 1; Magic Roll: -1; Casting Time: 5 
  minutes - time can be reduced with normal penalties for simulate death. 
  
  ANIMAL CALLING
   This spell sends out an irresistible call to the nearest animal of the specified 
  type (must be specified when spell is learned). Of course, knowing the animal’s 
  language and having some food handy will be very important when the 
  summoned creature comes bounding up. 
  Power: Summoning (specific animal) 
  Specific Modifiers: Extra Time: 5 minutes (-2). 
  Active Cost = Animal’s points/5 points; END Cost: var; Magic Roll: -var; 
  Casting Time: 5 Minutes. 
  
  ANIMAL CRY 
  This spell allows the wizard to reproduce the calls of a specific animal. The vocal 
  chords change their form to match those of the creature, so the wizard is unable 
  to speak while maintaining this spell. 
  Power: Images (Sounds) 
  Specific Modifiers: Only to imitate calls of animal (-½), No Range (-½), 
  Reforms vocal chords, making speech impossible (-½). 
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase. 
  
  ANIMAL FORMS 
  The spell for which Animist wizards are best known. This spell allows the wizard 
  to take the physical form of any animal. The new form does not gain any powers 
  of the copied animal, and the mass of the wizard is not altered. 
  Power: Shape Shift (to any animal forms), sight and touch groups
  Specific Modifiers: Extra time (½ phase, -¼). 
  Active Cost = 23 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase. 
  
  ANIMAL TONGUES 
  This spell enables the caster to speak in the languages of the beasts. While the 
  spell is in effect, the caster can communicate with any creature, but only one 
  language may be spoken at a time. The usefulness of this spell depends on the 
  intelligence and perceptions of the target animal; sheep, for instance, probably 
  wouldn’t have a great deal of knowledge or interest in anything but grass, other 
  sheep, and predators. 
  Power: 4d6 Telepathy 
  Specific Modifiers: Animals Only (-½). 
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase. 
  
  ANIMATE DEAD 
  Through the use of this spell the caster is able to cause dead bodies to move to 
  his mental command. This spell differs from the “create undead” spells in that it 
  does not give a corpse an undead life force of its own; the caster merely moves 
  the body like a puppet. It is a useful spell for a necromancer who needs short-
  term muscle. When this spell is cast, the caster’s eyes, and the eyes of the body 
  he is animating glow with foetid green light. 
  Power: Telekinesis, 20 STR w/fine manipulation 
  Specific Modifiers: OIF - corpse (-½), Limitation: does not work in bright 
  sunlight (-¼), Limitation: does not work on ground sanctified to a “good” 
  religion (-¼), Limitation: usable only for animating dead bodies (-1¼), 
  Concentrate: ½ DCV Throughout (-l/2). 
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase. 
  
  ANIMATE GOLEM
   This spell brings to life a large, man-like figure, previously assembled from some 
  material. The mage who constructs the Golem must make a skill roll against the 
  appropriate KS: (i.e.: woodworking, stone working etc.) to determine if the 
  figure is assembled correctly. Once animated, the Golem will initially view 
  instructions from its creator in a favourable light, but will eventually develop its 
  own motivations. If the Wizard fails his Skill roll(s), the Golem animates and goes 
  Berserk, or collapses and is rendered useless due to some defect. 
  Power: Summon Golem 
  Specific Modifiers: Loyal (+½), OAF - Golem (-1), Extra Time - 5 Minutes 
  (-2), Requires specific KS (anatomy, stone working , etc.) (-½) Side Effects 
  (Golem goes berserk, or is completely destroyed, -½). 
  For Cloth Golem (made from cloth or animal hides) 
  Active Cost = 43 points; END Cost: 4; Magic Roll: -4; Casting Time: 5 
  Minutes. 
  For Flesh Golem (made from flesh gathered from various corpses) 
  Active Cost = 22 points; END Cost: 2; Magic Roll: -2; Casting Time: 5 
  Minutes. 
  For Glass Golem (made from blown glass filled with poison gas) 
  Active Cost = 42 points; END Cost: 4; Magic Roll: -4; Casting Time: 5 
  Minutes. 
  For Ice Golem (made from sculpted ice) 
  Active Cost = 65 points; END Cost: 6; Magic Roll: -6; Casting Time: 5 
  Minutes. 
  
  For Iron Golem (made from forged iron) 
  Active Cost = 70 points; END Cost: 7; Magic Roll: -7; Casting Time: 5 
  Minutes 
  For Stone Golem (made from sculpted stone) 
  Active Cost = 96 points; END Cost: 10; Magic Roll: -10; Casting Time: 5 
  Minutes. 
  
  ANIMATE OBJECT
   This spell will animate an object to a sort of a pseudo-life, with a degree of 
  intelligence and the ability to speak and move. If the original object was not 
  flexible, it will gain extra flexibility or small limbs to allow it movement. Its 
  capabilities in combat will be limited by its original BOD and DEF. The object will 
  have a personality appropriate to its original nature, but never a truly 
  malevolent one (unless the object is a torture device or such). It will be capable 
  of carrying on reasonable and witty (dependent upon personality) conversation 
  despite its inability to truly learn new fields of knowledge. The object will 
  gradually lose animation (or instantly if a successful dispel magic is applied) but 
  in any case the same personality can be re-evoked (along with what pass for 
  memories in the object) with a recasting of the spell. An intelligent being who 
  has somehow been polymorphed into an object or whose soul is trapped in an 
  object can be spoken to and made “active” using this spell, although they are 
  bound to want to become truly free once more. Secluded or eccentric mages will 
  often have houses full of charming little animated companions, because they 
  really are fun to have around. 
  Power: 1d6 AID to INT and Running 
  Specific Modifiers: Fade rate 5 points per year (+2 ¼); OAF, difficult to 
  replace - skull and paw of a naturally deceased and well-loved pet (not 
  necessarily the caster’s own, -1¼), Side Effects (Object is created, but is 
  hostile to caster (-½), Extra time (5 minutes, -2). 
  Active Cost = 65 points; END Cost: 6; Magic Roll: -7; Casting Time: 5 
  minutes 
  
  ANIMATE REFLECTION 
  The mage can take any reflection from a polished surface and give it the 
  appearance of substance. The source of the reflection need not stay present, as 
  long as the caster is within sight of the image. 
  Power: Images to all sight sense group and normal hearing (-5 to PER) 
  Specific Modifiers: Bulky OAF — reflecting surface (-1½), Only Images that 
  began as reflections ( ½). 
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase. 
  
  ANIMATE SMALL OBJECT 
  This spell will allow the wizard to move small objects about by merely focusing 
  on the item to be moved. This spell is not especially strenuous to use. 
  Power: 5 STR Telekinesis 
  Specific Modifiers: Affects all parts of target (-¼), 
  Active Cost = 7 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  ANIMATE STAFF 
  The staff of the Wizard animates and moves about as a large snake. (See HERO 
  Bestiary for Python, with 0 EGO and 10 INT.) The staff can follow simple 
  commands from the Wizard. The Staff will remain animated for as long as the 
  Wizard maintains the spell, then it returns to its original form. It can grab and 
  squeeze a target with tremendous strength. 
  Power: Summon Animated Staff (Python, devoted) 
  Specific Modifiers: Costs END to use (-½), OAF - Staff (-1). 
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase. 
  
  ANIMATE STATUE 
  This spell will animate any statue of a non-organic substance up to twice the size 
  of a man (3 levels growth); the statue will then fight as the caster directs. Once 
  cast, the statue will fight as long as the caster powers it and the caster may take 
  other actions while he directs it. This spell is treated as telekinesis, limited by 
  the statue. Base STR is determined by the appearance of the statue. A statue of 
  a normal man would have STR 10, an extremely muscular athlete could have a 
  maximum base of STR 20. 5 STR is added for each level of growth, up to +15 STR. 
  Clay adds +5, stone and marble add +10, and iron adds +15 STR. Maximum total 
  STR is 50. All telekinetic actions are limited by the statue. For instance, a statue 
  with no arms couldn’t grab, but could kick or push. Statues move at 6"/Phase on 
  the caster’s SPD, and can attack at the end of a full move. Movement might be 
  increased or decreased due to the nature of the statue. If the statue is of poor 
  quality, the TK is at -1 CV; if it is a masterpiece, the GM may allow +1 CV. If the 
  statue is destroyed, the spell is cancelled. Man-sized statues have 10 BODY. • 
  Clay has DEF 3, non resistant • Stone: 4 DEF (resistant) • Marble: 5 DEF 
  (resistant) • Iron: 6 DEF (resistant) The statue fights until all BODY is destroyed, 
  the caster runs out of END or falls unconscious. Stone and marble take +3d6 from 
  any fall. GMs are encouraged to play up the special effects of this spell. 
  Power: Telekinesis (STR 50) 
  Specific Modifiers: Continuous (+1), STR limited by statue (-½), Actions 
  limited by statue (-l/2), Cancelled by destruction of statue (-¼), 
  Active Cost = 150 points; END Cost: 3 per 10 STR; Magic Roll: -15; Casting 
  Time: ½ Phase. 
  
  ANNIHILATE WORLD
  Perhaps the ultimate evil spell, this ritual allows the caster to utterly destroy an 
  entire world. Needless to say, this spell is quite difficult to cast, and usually 
  requires the concentrated powers of many Wizards to accomplish. During the 
  casting period, a strong mental sensation of impending doom is radiated 
  throughout the world, so this spell will inevitably bring the intervention of the 
  world’s protectors, including any local Deities, to prevent its annihilation. 
  Power: 4d6 RKA (Annihilating Energy) 
  Specific Modifiers: Area Effect (Megascale Planet, +3 ½), x2 Armour 
  Piercing (+1), Continuous (+1), Uncontrolled (+½), Penetrating (+½); 12 
  Charges (-¼), Gradual Effect (1 Turn, -¼), Costs END to cast (-¼), Mental 
  sensation of impending doom is radiated across the world during casting 
  (-½), Extra Time: 1 Day (-3-½). 
  Active Cost = 420 points. END Cost: (42); Magic Roll: -42; Casting Time: 1 
  Day. 
  
  ANTI- MAGIC SHIELD
   As might be expected, this spell protects the caster against magical effects 
  Power: 5d6 Suppress 
  Specific Modifiers: All Magic Effects (+2), area effect, 1 hex (+½); No 
  Range (-½). 
  Active Cost = 87 points. END Cost: 9; Magic Roll: -9; Casting Time: ½ 
  Phase. 
  
  APPRENTICE
   This is often the first spell taught to an apprentice. It allows the caster to 
  augment another magic user’s powers, allowing them to cast more powerful 
  magics. It can be especially powerful when a coven works together, as they can 
  use this spell to augment the next magician’s Apprentice spell, allowing him to 
  increase the next, and so on, so that the final Apprentice spell is awesomely 
  effective. However, since it takes at least a phase to cast the spell, at most 12 
  phases can elapse before the spells begin to lose their potency – this is why 
  covens traditionally have 12 members. 
  Note that the maximum of 13 points that can be aided is just enough to add  1d6 
  Aid, with the associated advantage – so the progression goes 1d6 +7, 2d6 + 7, etc.
  Power: 1d6 Aid, +7 maximum
  Specific Modifiers: One spell at a time (+¼), No Range (-½). 
  Active Cost = 16 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase. 
  
  ARATHAR’S FARTRAVEL
   This is a relatively powerful spell, as well as difficult for the unpractised It can 
  teleport the recipient(s) up to 100 km – unfortunately it cannot teleport any 
  distance shorter than 10 km. Unless the caster knows his destination well, he is 
  likely to end up close to – but not on - his intended target.
  Power: Teleport 10" (up to 400 Kg)
  Specific Modifiers: Megascale, 10 Km (+½), safe blind teleport (+¼) Extra 
  Time +1 turn (-1), Half END (+¼). 
  Active Cost = 52 points END Cost: 3; Magic Roll: -5; Casting Time: 1 Turn. 
  
  ARATHAR’S FARTRAVEL II
   This is a very powerful spell, capable of transporting the wizard and up to 3 
  other people anywhere in an earth-sized world. Specifically, it can teleport a 
  straight-line distance of 10,000 km, which is enough to go through a world up to 
  32,000 km in circumference. However it cannot be used for journeys of less than 
  1000 km. Also, the caster is likely to end up some distance away from his 
  intended target, unless he knows it well.
  Power: Teleport 10"  (up to 400 Kg)
  Specific Modifiers: Megascale, 1000 Km (+1), safe blind teleport (+¼), 
  Extra Time +1 turn (-1), Half END (+¼).
  Active Cost = 67 points END Cost: 3; Magic Roll: -7; Casting Time: 1 Turn. 
  
  ARATHAR’S MYSTERIOUS VANISHING
   This spell allows the caster to teleport over short distances, up to 160" (1,050 
  feet). It will not work under direct observation; however, if the caster is 
  obscured in shadow, mist, or peripheral vision, it will function normally. 
  Likewise, on appearance, he cannot appear directly before anyone’s eyes. Any 
  attempt to do so will cause the spell to behave unpredictably, usually depositing 
  the caster in an unexpected and lonely place. To use it, the mage simply 
  concentrates for about 12 seconds, then vanishes. Since no one ever actually 
  witnesses this, it tends to give the wizard a certain mystique. It is very useful for 
  spying and discovering information, but not particularly helpful in combat or as a 
  defence. The spell is not normally visible, but anyone in the immediate vicinity 
  will have a certain prickling sensation that magic is in the air, and will suspect 
  that some mysterious forces are at work. However, it will not be obvious exactly 
  what is happening. 
  Power: Teleport 10" plus 16x non-combat multiplier 
  Specific Modifiers: Extra Time 1 turn (-1), Will not work when anyone is 
  watching directly (-½), Side effect 60 pt random teleport (-1), Side effect 
  triggered by observation of teleport (-¼) 
  Active Cost = 40 points END Cost: 4; Magic Roll: -4; Casting Time: 1 Turn. 
  
  ARATHAR’S SWIFT JOURNEY
   This spell enables the caster to travel at seven times the normal rate. It is not 
  obvious, however; he will appear to be travelling at a normal speed, and any 
  observers will not notice anything unusual. Indeed, the caster himself will not 
  feel himself to be moving faster. However, the spell has the unique property of 
  condensing the “long boring stretches” so that the journey only takes one day 
  per week of normal travel time. The caster will not remember ever “skipping” or 
  moving quickly. (it’s kind of like driving 85 MPH and it only feels like 55...) The 
  caster may bestow this power on one other, and continue to use it himself. It 
  cannot be established at range; however (in trade) the recipient does not need 
  to maintain line of sight contact. The wizard may bestow it on animals (such as a 
  horse) too; in this case, he would simply speak to the horse, and it would then 
  carry its rider as usual. 
  Power: 8x non-combat multiplier for running 
  Specific Modifiers: usable by (one) other at range (+1), Invisible power 
  effects (all senses, +1); Costs END to cast (-¼), Full phase (-½), limited to 
  only 7x non-combat speed (-¼). 
  Active Cost = 45 points END Cost: (4); Magic Roll: -4; Casting Time: 1 
  Phase. 
  
  ARCANE SHIELD
   This spell brings into being a spherical shield of force that is impenetrable to all 
  but the most powerful magical or mundane attacks. The shield appears as a 
  glowing silvery dome, 5" in radius, and centred on the caster. As more powerful 
  attacks are made against the dome, it glows more brightly and the coruscating 
  colours move up through the spectrum, from red to orange, yellow, white, and 
  blue, before turning violet shortly before it fails. A maximum of 128 beings can 
  be protected within the shield. 
  First Power:  20PD/20ED Force Wall, plus 12” length
  Specific Modifiers: ½ END (+¼), Hardened (+¼); Shape cannot be 
  changed: must be a sphere (-¼), No Range (-½). 
  Second Power: +10 Flash Defence (Sight/Sound groups); +20 Mental 
  Defence; +20 Power Defence; Life Support (No need to eat, sleep, or 
  breathe, Vacuum/High Pressure, High Radiation, Intense Heat/Cold, 
  Immune to Disease) 
  Specific Modifiers: Usable by 128 Others at Range (+2+½); Only within 
  functioning Force Wall (-½), Only versus attacks from outside shield (-½), 
  Each power is linked to Force Wall (-½). 
  Combined Specific Modifiers: Difficult to Dispel (+¼). 
  Active Cost = 199 + 337 points. END Cost: 53; Magic Roll: -53; Casting Time: 
  ½ Phase. 
  
  ARCH GATE
   The ultimate in instantaneous transportation, this spell creates a permanent 
  Teleport gate between two fixed locations. One human-sized creature per phase 
  can pass through the one-way portal to the destination, up to 1,300km distant. 
  Upon arrival, the traveller will experience a momentary disorientation, but will 
  otherwise suffer no harm. Constructing the Arch is a lengthy task requiring skilled 
  artisans, the finest materials, and at least one season of planar research by the 
  Wizard. Heavier arches can be built, but the range is halved for each doubling of 
  the mass transported, and the material outlay is correspondingly increased. 
  Power: Teleport up to1,300 km, fixed location 
  Specific Modifiers: Usable by Others (+½), 0 END Persistent (+1); Costs 
  END to start (-¼), Independent (-2), Always On (-½), OAF - Portal, 
  Expensive, Immobile (-2-¼), Extra Time: 1 Season (-5), Limitation: Can 
  only use to teleport to fixed location (-½). 
  Active Cost = 253 points. END Cost: (25); Magic Roll: -25; Casting Time: 1 
  Season. 
  
  ARION’S ASTRAL AWARENESS
   This is the ultimate in sense spells. Through the use of Spatial Awareness, the 
  casting mage becomes fully aware of his surroundings. 
  Power: Spatial Awareness, 360 degrees, Telescopic +8, +5 to PER rolls 
  Specific Modifiers: Costs END (-½). 
  Active Cost = 43 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase. 
  
  ARMOUR 
  This spell conjures up a complete suit of tough Armour, which assumes the form 
  of the selected type and adjusts to fit the wearer. The Armour will be 
  maintained as long as the caster pays the END cost, and can be as ornate or as 
  simple-looking as the caster desires. 
  Power: Armour 
  Specific Modifiers: Hardened (+¼), Usable by Another at Range (+¾) 
  Armour
  Active 
  Cost
  END Cost
  Magic 
  Roll 
  +2 DEF (Leather)
  12
  2
  -1 
  +3 DEF (Boiled 
  Leather)
  18
  4
  -2 
  +4 DEF (Brigandine)
  24
  5
  -2 
  +5 DEF (Scale)
  30
  6
  -3 
  +6 DEF (Chain)
  36
  7
  -4 
  +7 DEF (Plate and 
  Chain)
  42
  8
  -4 
  +8 DEF (Full Plate)
  48
  10
  -5 
  
  ARMY OF DARKNESS
   This potent spell can be used to raise a small army of undead beings to serve the 
  Wizard. Any number of undead can be raised, worth a total of 100 points in 
  summoning. (Creature’s value /5, +5 for double the number.) Thus, the 
  Necromancer can summon 16,384 Skeletons worth 146 points each, or 2048 
  Mummies worth 198 points each, or 1024 Lesser Vampires worth 203 points each. 
  Of course, once the undead are summoned, the Necromancer will still need to 
  find some means with which to command the foetid horde. 
  Power: Summon Undead Army (100 points of summoning) 
  Specific Modifiers: Any Undead (+¼); OIF - corpses (-½), Limitation: only 
  at midnight (-1), Limitation: does not work on ground sanctified to a 
  “good” religion (-¼), Extra Time: 1 hour (-2-½). 
  Active Cost = 125 points. END Cost: 12; Magic Roll: -12; Casting Time: 1 
  Hour. 
  
  ARROWSTORM
  This spell is cast on an arrow (variant versions exist for other missile weapons), 
  and the final point of the casting is completed when the arrow is fired. This spell 
  converts the single arrow into a terrible hail of missiles. The missiles are 
  scattered over a wide area - they cannot be concentrated onto a single target. 
  Power: up to 2d6 RKA 
  Specific Modifiers: Area effect (radius, non-selective +¾), limited to 
  damage of weapon used (-½), OAF (Weapon, -1). 
  Active Cost = 52 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  Phase. 
  
  ARTHRITIS
   Those caught within this pale yellow cone suffer from temporary arthritis. The 
  painful swelling of the joints greatly reduces the mobility of the victims for a 
  period of several days. 
  Power: 3d6 DEX Drain 
  Specific Modifiers: Area Effect (Cone) (+1), Return 5 per Hour (+¾); Only 
  versus jointed life forms (-¾). 
  Active Cost = 82 points. END Cost: (8); Magic Roll: -8; Casting Time: ½ 
  Phase. 
  
  ASHEEM’S MYSTICAL FLYING CARPET
   When this spell is cast, a carpet-like field is created which will support anyone 
  who stands on it. The carpet is under the control of the caster, and anyone 
  standing on the carpet moves with the caster. 
  Power: 10" Flight 
  Specific Modifiers: Usable on others (+1), Area Effect (one hex, +½), ½ 
  END cost (+¼), Anyone standing on the carpet may step off it at any time, 
  even it they are in the air (-¼). 
  Active Cost = 55 points; END Cost: 5; Magic Roll: -5; Casting Time: 1 Phase. 
  
  ASTRAL SIGHT
   This spell allows the detection of things in the Astral plane, or otherwise out of 
  phase with the normal world. 
  Power: Detect Forms in Astral Space, as Sense, Ranged, Discriminatory 
  Specific Modifiers: Costs END (-½) 
  Active Cost = 17 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase. 
  
  ASTRAL TRAVEL
   This spell allows the mage to separate his spirit from his body and travel astrally 
  across the earth. While in this astral form, the mage cannot be seen or heard by 
  normal senses and can pass through physical barriers. The danger involved with 
  this spell is that while the spirit is away, the body is vulnerable. Also, the spirit 
  has no link to the body. So if the mages body is moved while the spirit is away he 
  will have no way of finding it. Most mages using this spell leave someone they 
  trust to guard over their body. 
  Power: Desolidification, Invisibility to normal sight, hearing and smell and 
  10" flight (80" non-combat) 
  Specific Modifiers: ½ END cost (+¼), (Desolidification only) Astral form has 
  no connection to body (-1). 
  Active Cost = 125 points; END Cost: 6; Magic Roll: -13; Casting Time: 1 
  Phase. 
  
  ATANDT’S SPELL OF FARSPEAKING
   By placing himself before a mirror and invoking this spell, the caster can 
  successfully communicate with someone who is sitting before another mirror up 
  to 128 km away. The wizard must first establish a link through the use of Mind 
  Scan. This done, he then must establish a telepathic avenue of communication. 
  Once this is accomplished, he will be able to see and hear the target of this spell 
  through the mirror, as well as communicate telepathically. This spell was 
  developed by the legendary Trader-Wizard Atandt so that he could determine the 
  commodity prices through his agents in distant kingdoms before his competition. 
  Needless to say, Atandt died a very rich man. 
  First Power:  Clairsentience (sight), increased range x 512 (102 km)
  First Power:  Mind link any one mind, any range
  Specific Modifiers: Linked to Clairsentience (-½),
  Combined Specific Modifiers: Extra Time: 1 minute (-1½), OAF — mirror 
  (-1). 
  Active Cost = 65 + 20 points; END Cost: 8; Magic Roll: -8; Casting Time: 1 
  minute 
  
  ATMOSPHERIC LIGHTING
   This spell is used to set the stage for various moods at parties and meetings. By 
  using this spell the caster can illuminate a fairly large area for anything — from 
  reading to a romantic love song. 
  Power: Change Environment 8" Radius 
  Specific Modifiers: Variable Environment (+1). 
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase. 
  
  AUGMENT OBJECT
   This spell allows the caster to increase the amount of damage that a person or 
  object can take. The spell wears off rather quickly and is therefore most useful 
  on things or people who are about to engage in combat. 
  Power: 2d6 Body AID 
  Specific Modifiers: No Range (-½). 
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase. 
  
  AWE STRIKE
   When this spell is cast, silvery beams erupt from the palm of the caster to strike 
  the target. The beams reduce the PRE of the victim and transfer the resulting 
  points to the Presence rating of the magus, making the target particularly 
  vulnerable to Presence attacks by the caster. 
  Power: 4d6 Transfer (PRE to PRE) 
  Specific Modifiers: Ranged (+½); PRE increase only versus target (-1). 
  Active Cost = 45 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase.
  
  B
  
  BACK SLAP
  The caster causes the air next to the target to pucker slightly and deliver a 
  strong slap. Little real damage is inflicted by means of this spell, but the target 
  can be distracted and staggered by the force of the blow.
  Power: 3d6 Energy Blast versus PD - Compressed Air
  Specific Modifiers: Double Knockback (+¾), Indirect (Any Direction) (+¾), 
  Penetrating (+½); Not in a Vacuum or Darkness to Sound (-¼).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  BAD NIGHT
  This spell allows the caster to make the victim feel as though he rested poorly 
  the previous night. The victim will feel tired, move sluggishly and yawn 
  continually.
  Power: 1d6 Dex Drain
  Specific Modifiers: Points return after 5 hours (+1), triggered by waking 
  (+¼); Can only be cast on sleeping target (-2).
  Active Cost = 67 points. END Cost: 7; Magic Roll: -7; Casting Time: ½ Phase
  
  BALTHAZAR'S PRESERVING ICE
  This complex spell encases a fallen ally in a block of preserving ice, halting any 
  further deterioration due to wounds, disease, or harmful spells. While in the ice, 
  the target need not eat, drink, sleep, or even breathe, and the target does not 
  age in any way. The ice is very fragile, however, and if broken, all beneficial 
  properties of the ice cease.
  The target of this spell, be he friend or foe, must be unconscious for the magic 
  to have any effect. The caster must determine how long he wishes the spell to 
  last when it is first cast. The spell will also end if the ice melts.
  First Power:  Life Support (breathing self-contained; does not need to eat, 
  or sleep; ages at 1/16th normal rate)
  Second Power: 2d6 Aid (Any Characteristic Lower than Normal)
  Specific Modifiers: Aid affects all Characteristics below normal values 
  (+2), O END (+½), Aid only restores lost Characteristics to level at the time 
  of casting (-½), Linked to Life support (-½)
  Combined Specific Modifiers: Continuous (+1), Uncontrolled (turns off if 
  ice melts, +½), Usable Against Others (+1), OAF; Water (-1), Doesn't work 
  if temperature is above 80° or in low humidity (-¼), Target must be 
  unconscious (-¼).
  Active Cost = 47 +  100 points, END Cost: 0; Magic Roll: -15; Casting Time: 
  ½ Phase
  
  BANE BLADE
  When this spell is cast on a weapon, it becomes magically attuned to a single 
  being, and when in combat with it, will become a very potent weapon, allowing 
  the wielder protection against his foe, a bonus to hit and/or the potential for 
  extra damage.
  First Power:  +10 5 point combat levels
  Specific Modifiers: Trigger (combat with named opponent, +¼), usable by 
  other (one only, +¼): vs a single named opponent only (-1), dispelled by 
  misuse (-1), 1 use lasting 5 minutes (-¾)
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  BANISHMENT
  This ritual is used to banish a Wizard to an alternate plane where magic does not 
  function, and where his spell casting abilities are fully neutralized, or at least 
  greatly impaired. This ritual is usually performed as an act of mercy toward a 
  fallen spell caster, as the majority of less scrupulous Wizards are slain 
  immediately. Indeed, there are some who speculate the Wizard is sent to the 
  plane that best suits his true inner nature. The carefully secured Wizard is 
  surrounded by a 1" radius circle of seven iron blades, all evenly spaced and 
  pointing inward. The caster proceeds to summon his powers by ritual bathing, 
  chanting, and meditating for a period of well over an hour. Finally, the gathered 
  power is unleashed and the Wizard is dispatched to the alternate plane.
  Power: 12d6 Suppress
  Specific Modifiers: All Magic (+2), 0 END (+½); No Range (-½).
  Power: Extradimensional Travel (Any dimension without magic)
  Specific Modifiers: Usable Against Others (+1); Linked to Suppress (-½), x3 
  END (-1), Extra Time: One Hour (-1-½).
  Combined Specific Modifiers: Only versus spell caster (-1), OAF 1" Circle 
  of Seven Iron Knives about target, Immobile (-2), 
  Active Cost = 210 + 60 points. END Cost: (18); Magic Roll: -6; Casting Time: 
  1 hour
  
  BANISH STORM
  This is an enhanced version of the spell Calm, and far more powerful. The scope 
  of this enchantment is easily enough to completely dissipate an entire storm 
  front from horizon to horizon. The spell is very taxing, however, and upon 
  completion the wizard must rest for an entire day.
  Power: Change Environment, Calm, 2048" radius
  Specific Modifiers: No range (-½), Must rest 1 day afterwards (-2), Extra 
  Time: 1 Turn (-1).
  Active Cost = 65 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 Turn
  
  BARRIER OF SILENCE
  This spell creates a wavering membrane of perfect vacuum that blocks sound 
  transmission of any type. Sound effects are completely blocked by this thin 
  barrier, unless they can be created indirectly on the opposite side.
  Power: Darkness to Sounds
  Specific Modifiers: Area Effect (16" Line, +2); Only to block sounds 
  crossing a thin barrier (-¼).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  BASIC SUMMONING
  This spell allows the Conjurer to summon one or more creatures from among a 
  limited group. The specific group must be selected when this spell is first 
  acquired, but this spell can be learned several times for different groups. When 
  the summoned creature first arrives, it will behave according to its natural 
  temperament. This can range from willing cooperation, to indifference or 
  extreme malevolence. If the Conjurer wants the creature to perform a task, he 
  will need to employ his other powers and abilities to control the being. A small 
  sample of the target creature is required, such as a hair sample, nail clippings, 
  feather, shed skin, egg shell, fresh droppings, etc. No other knowledge of the 
  target creature is required to perform the summoning.
  Power: Summoning (variable)
  Specific Modifiers: Any Creature from a limited group (+¼); IAF - Part 
  from creature, expended but easily replaced (-½)
  Active Cost = creatures cost/5. END Cost: creature’s cost/10; Magic Roll: - 
  creature’s cost/10; Casting Time: ½ phase.
  
  BEARHUG
  By drawing upon the power of the bear, the arms and shoulders of the wizard 
  grow large and hairy, allowing him to inflict a powerful hug on an opponent. The 
  arms gradually return to normal at the rate of 5 points of STR per turn.
  Power: 2d6 Aid to STR
  Specific Modifiers: Only to Grab (-1), Reforms the body into part human, 
  part animal form (-½).
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  BEARINGS
  When the sky is cloudy and the compass is soggy, or when the fog is as thick as 
  the seawater, a wizard may easily determine the compass points and gain 
  accurate bearings with this spell.
  Power: Bump of Direction
  Specific Modifiers: Costs END (-½).
  Active Cost = 3 points. END Cost: 1; Magic Roll: 0; Casting Time: ½ Phase
  
  BEASTMASTER
  This Spell allows the caster to befriend a nearby animal for a brief time. The 
  spell is strong enough that the affected creature will obey most commands given 
  to it by the caster. Furthermore, the caster may view the world from the 
  creature's point of view from as far as a kilometre away.
  First Power:  12d6 Mind Control
  Specific Modifiers: Telepathic Commands (+¼); Cast on animals only (-1).
  Second Power: Clairsentience (Sight, hearing, touch, 4x range) Max 
  distance 600"
  Specific Modifiers: Must be cast on an animal, the point of view is 
  controlled by the animal's actions (-½), Linked to Mind Control (-½).
  Active Cost = 75 + 40 points; END Cost: 7; Magic Roll: -11; Casting Time: ½
  
  BEGONE
  Upon casting this spell, the eyes of the target turn golden, and he has a sudden, 
  powerful urge to return home. If the target is already located in his home, den, 
  or natural territory, this spell has no effect. (This includes a seasonal home, such 
  as a migratory nest or hibernation cave.) The spell also has no effect if there is 
  no way for the target to return home, other than a sharp sensation of 
  homesickness.
  Power: 12d6 Mind Control
  Specific Modifiers: Only to cause return to home (-1), Single Charge lasting 
  1 hour (Reach home to cancel, -½), Costs END to cast (-¼).
  Active Cost = 60 points; END Cost: (6); Magic Roll: -6; Casting Time: ½ 
  phase.
  
  BEHOLD THE WICKED
  This spell allows the caster to see those who would seek to harm others. The 
  individuals glow with a golden-orange fire of malevolence. It remains up to the 
  caster to determine the actual target(s) of the hatred.
  Power: Sense Harmful Intent (Discriminatory, 360)
  Specific Modifiers: Costs END to use (-½).
  Active Cost = 15 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  BEHOLDEN
  This key spell of the Conjurer will cause a creature to come under his direct 
  influence and control. The power is primarily employed on creatures summoned 
  by the caster, and is much less effective against other beings.
  Power: 10d6 Mind Control
  Specific Modifiers: ½ END (+¼), Telepathic (+¼); Target is x2 EGO when 
  not summoned by the caster (-¼).
  Active Cost = 75 points. END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  BELLONA'S BATTLEFIELD
  This difficult illusionary spell was created by a legendary sorceress who enjoyed 
  combat in a fanciful arena filled with all manner of unusual obstacles. The 
  summoned illusion is frightfully real, so much so that even the caster is not 
  immune to the landscape. Once cast, the battlefield will remain in place until 
  the caster either falls asleep or is rendered unconscious.
  Power: Images to Sight, Sound, and Touch groups, -8 to PER
  Specific Modifiers: 8" Radius (+2), 0 END (+½), Uncontrolled (+½); Caster 
  must believe illusion (-1), Costs END to cast (-¼), 0 DCV Concentrate (-½), 
  Extra Time - Full Turn (-1).
  Active Cost = 104 points. END Cost: (10); Magic Roll: -10; Casting Time: 1 
  turn.
  
  BLACK FLAMES
  This spell allows the caster to create a small fire that emits black flames, 
  emitting no light but providing warmth to those within its effective radius.
  First Power:  Life Support, Intense Cold
  Specific Modifiers: Area Effect (Radius) (+1)
  Second Power: Images: Infra-red, Audible, Tactile Effects)
  Combined Specific Modifiers: Costs END to cast (-¼), Single Continuing 
  Charge lasting 12 hours (Douse source with water to cancel) (+0).
  Active Cost = 4 + 20 points. END Cost: (2); Magic Roll: -2; Casting Time: ½ 
  phase.
  
  BLACK TOUCH OF THE LOTUS
  The touch of the lotus is one of the Dark plant spells. It is mainly used by evil 
  wood mages to cause rotting of flesh or the weakening of the target's body.
  Power: 2d6 Drain of Characteristics.
  Specific Modifiers: Drain any single Characteristic (STR, CON, BODY, PRE, 
  COM, END, and STUN) (+¼), Recover 5 pts/hour (+¾),
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  BLESS
  This spell, when cast on a character, boosts his mental and spiritual defences 
  against evil (or alternately against a specific named foe, if the spell has been 
  learned that way by the caster). Since this is a very powerful spell, it is normally 
  only cast on the most powerful defenders of the caster (or his temple).
  Power: 2d6 Aid Mental and Power Defence
  Specific Modifiers: lose 5 pts/year (+2 ¼); Aid only vs. Evil Magic, only on 
  Ego Roll (-1)
  Active Cost = 65 + 65 points; END Cost: 15; Magic Roll: -15; Casting Time: 
  ½ phase.
  
  BLESSING
  The caster bestows the blessing of his god.
  Power: 4d6 Luck
  Specific Modifiers: Usable by Others (+¼), Costs Endurance (-½).
  Active Cost = 25 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase. 
  
  BLESSING OF THE MOTHER
  Restores the health of a plant or tree, causing it to gradually recover from 
  damage and return to normal growth. The focus for this spell is some water, 
  which is sprinkled over the plant while the Wizard his making his incantation.
  Power: Healing, 2 BODY per Turn
  Specific Modifiers: Usable at Range (+½); Only on living plants or trees 
  (-½), OAF - Water (-1).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  BLESSINGS OF NATURE
  This spell calls upon the spirit of Nature to bless the ground and the people with 
  a bountiful harvest of crops. This will bring, overnight a bountiful harvest of 
  crops.
  Power: 2d6 Transformation (minor)
  Specific Modifiers: Area Effect radius, 96" radius (+2 ¼), Cumulative (+½), 
  Only where plants can grow (-¼), Extra Time: 5 Hours (-2 ½).
  Active Cost = 75 points. END Cost: 7; Magic Roll: -7; Casting Time: 5 hours
  
  BLIGHT OF NIGIL
  Plants effected by this spell begin to wither and rot, turning to decaying matter. 
  This spell is equally effective against live or dead wood, although especially 
  hardy plants and trees may survive and recover from the damage. See the HERO 
  Rulebook for the DEF and BODY ratings of various trees, bushes, and other forms 
  of wood.
  Power: 2d6 Energy RKA
  Specific Modifiers: Area Effect (hex, -½); Limitation: only to cause 
  vegetable matter to wither and rot (-¾), Extra time - 1 turn (-½).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  BLIGHT
  When this spell is cast, all life in the area of effect to start to sicken and die. 
  Within a short space of time, the area of effect will have been turned to a 
  desolate desert - except for the area exempted by the mage in the centre. This 
  spell is similar to, but more devastating than, DESOLATION.
  Power: 1d6 Energy RKA
  Specific Modifiers: Area Effect (Megascale, 10 km radius , +1 ½), Hole in 
  the middle (+¼), Invisible effects (Sight group, +½), Penetrating (+½), 
  Continuous (+1), Uncontrolled (remove sacrifice from altar to halt, +½), 
  Reduced to 0 END (+½); Focus (OIF Immobile,Sacrificial altar plus sacrifice 
  (expensive or hard to get, expendable), -1 ½), Only affects living things 
  (-¼), Extra Time - 1 day (-3 ½), 1 use per day (-2), Does no stun (-½), 
  Costs END to cast (-¼)
  Active Cost = 86 points; END Cost: (9); Magic Roll: -9; Casting Time: 1 day.
  
  BLIND
  This spell creates cataracts in the eyes of the target, inducing permanent 
  blindness. The spell must be cast on a being, rather than a hex, and has no effect 
  on other creatures in the vicinity. In addition, this spell is somewhat unreliable in 
  practice as the target can resist the effects with a CON roll, and it is relatively 
  easy to cure the condition by using suitable magic. Obviously this spell has no 
  effect if the target is already completely blind.
  Power: Darkness (Sight Group)
  Specific Modifiers: 0 END (+1), Persistent (+½), Uncontrolled (+½), 
  Invisible Powers Effects (Sight Group) (+½); Must target a being (normal 
  DCV) (-½), Only to blind the target (-½), CON roll to resist (-¾), Easy to 
  Dispel (Dispel ½ Active Cost or Heal Real Cost in BODY) (-½), Costs END to 
  cast (-¼).
  Active Cost = 35 points. END Cost: (7); Magic Roll: -7; Casting Time: ½ 
  phase.
  
  BLIND
  This spell renders the victim instantly, permanently and completely blind.
  First Power:  9d6 minor transformation (normal person to blind person)
  Specific Modifiers: All or nothing (-½), only beings with normal eyes (-¼), 
  Blindness can reputedly be removed by a variety of means - washing the 
  eyes with holy water, the kiss of a blind priest, etc.
  Active Cost = 90 points. END Cost: 90; Magic Roll: -9; Casting Time: ½ 
  Phase
  
  BLINDING FLAMES
  The caster throws a ball of fire at the target. At the last second, the ball 
  explodes in a flash of bright light, which can blind everyone standing nearby.
  Power: 4d6 Flash
  Specific Modifiers: Explosion (+½); Doesn't work in rain or underwater (-¼)
  Active Cost = 30 points END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase.
  
  BLINDSIDE
  This power enables the mage to animate a target's hair, helmet or other object 
  so that it blocks the targets vision.
  Power: 4d6 Flash
  Specific Modifiers: OIF - items on target (-½).
  Active Cost = 20 points. END Cost 2; Magic Roll: -2; Casting Time: ½ Phase
  
  BLIZZARD
  This powerful spell creates a Blizzard within a 5 km radius of the target hex at a 
  point in time selected by the spell caster. The blowing snow limits visibility, 
  while he howling wind deadens sound, makes movement very difficult through 
  the deepening snow, and creates a severe wind chill. A total of 10cm of snow is 
  deposited for each hour the spell is in effect.
  First Power:  Change Environment (Snowfall: causes –3 to sight and 
  hearing PER rolls, -3 “ running, -3 temperature levels, 2d6 EB, NND; 
  Defence is Warm Clothing or Immunity to Cold,)
  Specific Modifiers: Megascale 10 km (+½), Time Delay (+¼), Single 
  Continuing Charge lasting 4d6 hours (Dispel or Average Temperature Above 
  Freezing to Cancel, +0); Costs END to Start (-¼), Will not work in 
  temperatures above 0°C or in low humidity (-1), Only works outdoors (-¼), 
  Extra Time - 5 Minutes (-2).
  Active Cost = 107 points; END Cost: (11); Magic Roll: -11; Casting Time: 5 
  Minutes.
  
  BLOODHOUND
  This spell allows the caster to track odours as efficiently as a Bloodhound. 
  However, he will still be unable to identify any odours unless they have been 
  smelled previously. Due to the enhance olfactory sense, powerful odours cause 
  STUN damage.
  Power: +5 PER Tracking Scent
  Specific Modifiers: Power costs END to start (-¼), Odour Flash Attack 
  cause STUN damage (-¼), Doesn't work in rain, underwater, or greater 
  than 10kph winds (-½).
  Active Cost = 10 points; END Cost: (1); Magic Roll: -1; Casting Time: ½ 
  Phase.
  
  BLOOD OF THE EARTH
  This spell allows a Geomancer to draw mana up out of the earth to fortify his 
  body - making him as tough as the mountains.
  Power: 1d6 Aid to BOD, +20 Maximum
  Specific Modifiers: Continuous (+1), Caster must be in contact with natural 
  earth or rock (-½).
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase.
  
  BLUE MOON
  This very powerful spell allows the caster to re-enact the current phase. The 
  trigger for the spell must be decided when it is cast, and should be written 
  down. The caster does not escape any of the harmful effects from the first time 
  through this phase, he merely has the opportunity to avoid his mistakes. This 
  spell will only function on the day of a full moon.
  Power: 200kg Extra-Dimensional Movement (Time Travel)
  Specific Modifiers: Trigger (+½); Only backwards 1 phase (-1), Only during 
  Full Moon (-4).
  Active Cost = 60 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  BLUR
  An illusion is cast over the mage's image, blurring his actual position, making him 
  very hard to hit in combat.
  Power: +4 Combat Skill Levels, only for DCV
  Specific Modifiers: Limitation: levels for DCV only (-1).
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  BODY OF WATER
  When this spell is cast, the body and possessions of the Wizard appear to melt 
  into a pool of dark liquid. The fluid can move about the floor at the same 
  movement rate as the caster, and can flow through even very small cracks. If the 
  liquid becomes divided, then the drops flow back together (at the movement 
  rate of the caster) to form a single pool. Should parts of the pool become 
  permanently separated from one another, then the caster is contained in the 
  largest remaining body of fluid. While the Wizard is protected from normal 
  combat attacks, he is vulnerable to heat or cold. Should he contact a sufficient 
  quantity of dry, moisture absorbent material, such as wool or cloth, then his 
  movement drops to zero and the spell is cancelled.
  First Power:  Desolidification (vulnerable to heat or cold attacks)
  Specific Modifiers: can only pass through narrow spaces (-½).
  Second Power: Shape Shift (sight and touch, pool of liquid).
  Specific Modifiers: linked to desolidification (-½).
  Combined Specific Modifiers: Won't work in very dry areas (-¼), Stopped 
  by water-absorbent material (-¼).
  Active Cost = 40 + 15 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  BOLT OF DECAY
  The cast fires a bolt of pure entropy at a target, causing it to begin decaying 
  rapidly. The caster can maintain the rotting effect by continuing to supply END 
  each phase.
  Power: 2d6 EB (Decay)
  Specific Modifiers: AVLD, (+1 ½, immunity to ageing), Does Body (+1), 
  Continuous (+1); x2 END (-½).
  Active Cost = 45 points. END Cost: 9; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  BOLTS OF POWER
  Several small bolts of sparkling magical energy are launched from the fingertips 
  of the caster, quickly striking his opponent. These bolts will burn the flesh when 
  they strike, but do not cause lasting damage.
  Power: 2d6 Energy Blast versus ED - Magic Energy
  Specific Modifiers: Autofire (+½); Beam Attack (-¼), No Knockback (-¼).
  Active Cost = 15 points. END Cost: 1 Each; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  BORING BEETLES
  A swarm of digging insects is called forth by the conjurer, and they begin 
  tunnelling their way through a surface. Although the tunnel is slow to appear, 
  the insects are relentless and continue to dig for as long as the caster pays the 
  END cost. The material component for this spell is a piece of a paper insect nest. 
  This spell is affected by Adjustment powers directed at Summoning.
  Power: 2" Tunnelling through 4 DEF
  Specific Modifiers: OAF - Paper insect nest (-1), Affected by Summoning 
  Adjustment powers (+0).
  Active Cost = 19 points. END Cost: 1 per 5"; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  BRAVERY
  This spell makes the recipients braver and better prepared to withstand any 
  intimidation.
  Power: 2d6 Aid to Presence
  Specific Modifiers: Area Effect (variable) (+1), x8 Area of Effect (8 hexes) 
  (+¾), Return rate once per minute (+¼).
  Active Cost = 60 points. END Cost: 3; Skill Roll: -3; Casting Time: ½ phase
  
  BREATHE UNDERWATER
  The caster casts this spell on a group of people that he wishes to enchant. If the 
  spell is cast successfully, the entire group of people will be able to breathe 
  underwater as long as they stay close to the mage. Not only does the spell allow 
  the characters to breathe underwater but it also protects them from the crushing 
  pressures and cold temperatures found at deep depths.
  Power: Life Support (breathe underwater, withstand severe pressure, and 
  intense cold - 4" radius
  Specific Modifiers: Usable by others (up to 4 other people) (+1 ½).
  Active Cost = 20 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase.
  
  BREATH OF SLEEPINESS
  While casting this spell, the caster inhales a deep breath of a specially prepared 
  powder, then exhales a cone-shaped cloud of sparkling gas. The gas gradually 
  creates a lethargic state in victims caught in the cone, clouding their thoughts 
  and causing them to lose coordination. The gas remains in place as long as the 
  Wizard continues to spend END, and victims becoming increasingly sleepy if they 
  remain in the cone. (See the HERO System Almanac for the effects of negative 
  characteristics.) Anyone warned beforehand, or entering the gas-filled cone after 
  the spell is cast, can hold their breath and avoid the effects of the gas. However, 
  those who take damage from an attack must make an EGO roll to avoid inhaling. 
  An airtight head cover, a Fresh Air spell, or lack of need to breathe will provide 
  immunity to the effects of the gas.
  Once the caster exhales the powder, he cannot avoid the effects if he then 
  inhales the gas.
  First Power:  1d6 Drain Dexterity.
  Specific Modifiers: 1d6 Drain Intelligence
  Specific Modifiers: Linked to Dexterity Drain (-½).
  Combined Specific Modifiers: No Normal Defence (life support, holding 
  breath, +1), Area Effect (cone, +1), Continuous (+1); IAF - special 
  expendable powder (-¾), Doesn't work in rain, underwater, or greater than 
  10kph winds (-½).
  Active Cost = 40 + 40; END Cost: 8; Magic Roll: -8; Casting Time: ½ Phase.
  
  BRITTLE
  With this spell, the wizard summons primitive Elemental Earth forces to cause 
  stone to become soft or brittle. Glass and crystals become soft and pliant, while 
  objects made of rock or baked clay will crumble like dirt. Stone surfaces affected 
  by this spell are quite hazardous to scale, requiring extraordinary feats of 
  climbing. This spell can be used to create a rock slide on a mountain face by 
  weakening a carefully selected point. The Brittle spell has no effect on metals or 
  metal-rich ores, although it could be used to make mining easier by loosening the 
  surrounding rock. Because of primal nature of this spell, any +1 advantage can be 
  applied while casting. The price of this flexibility, however, is a longer time 
  needed to cast it.
  Power: 2d6 Minor Transformation (Weaken Stone)
  Specific Modifiers: Variable Advantage (+2).
  Active Cost = 60 points; END Cost : 6; Magic Roll: -6; Casting Time: 1 
  Phase.
  
  BROOMSTICK
  This spell is an improved version of the Share Flight spell that uses a Broom Stick 
  to reduce the fatigue of the Wizard. A total of two passengers can ride the stick.
  Power: 9" Flight (18" non-combat)
  Specific Modifiers: Usable by 2 Others including Wizard (+¾); Only fly 
  while seated on broom stick (-¼), OAF - Broom Stick (-1), Extra Time: Full 
  Phase (-½).
  Active Cost = 18 points; END Cost: 2; Magic Roll: -2; Casting Time: 1 phase.
  
  BUG EYES
  The eyes of the caster bulge outward and wrap around his head, forming a 
  honeycomb of visual senses that can see all sides. While this sight prevents the 
  caster from being surprised from the back, his sight is somewhat hindered by the 
  smaller individual facets.
  Power: 360 degree Vision
  Specific Modifiers: Limitation: -2 PER to vision (-½), Costs END (-½), 
  Limitation: Reforms the body into part human, part animal form (-½).
  Active Cost = 10 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  BUG ZAPPER
  This utilitarian spell is especially handy for those summer days when the bugs 
  really begin to swarm. Any insect that attempts to land on the wizard receives a 
  nasty jolt of electricity, sufficient in most instances to kill the bug.
  Power: 1 pip RKA versus ED (Electricity)
  Specific Modifiers: Damage Shield (+½), Single Continuing Charge lasting 5 
  hours (Cancel by immersion in water) (-¼), Costs END to cast (-¼).
  Active Cost = 7 points. END Cost: (1); Magic Roll: -1; Casting Time: ½ phase
  
  BUMPER CROP
  Through carefully study of herbs and crops, wizards have learned to magically 
  double the gross food yield from a season of plant growth. This spell is effective 
  on all types of edible plants, including grains, vegetables, fruit trees and wild 
  berries. However, excessive use of this spell can seriously unbalance the local 
  ecology, leading to such problems as blight, or a plague of locusts or rats.
  Power: 3d6 Cosmetic Transform (Improve Yield for Season)
  Specific Modifiers: Any Edible Plant (+¼), Area Effect (Megascale, 1km 
  Radius) (+1 ¼); No Range (-½)
  Active Cost = 37 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ phase
  
  BURKHARDT'S ENCHANTING MELODIES
  Developed by the bard Burkhardt, this spell allows the caster to communicate his 
  ideas through music and lyrics. By simply playing or singing, the caster can make 
  his ideas clearly understood or influence an audience.
  First Power:  5d6 Telepathy
  Second Power: 10d6 Mind Control
  Combined Specific Modifiers: Explosion (+½), 0 END Cost (+½), Only 
  Communicates Ideas and Emotions (-¼), Extra Time: 1 Minute (-¾), 
  Telepathy is Linked to Mind Control (-½).
  Active Cost = 100 + 40 points; END Cost: 0; Magic Roll: -14; Casting Time: 1 
  Minute.
  
  BURNING BOLO
  This spell creates three globes of lightning, each attached to a common centre 
  by sparkling blue strands. The entire creation is whirled about the head, then 
  hurled towards the foe. The spinning globes wrap about the creature, and then 
  explode in a blaze of electricity. While effective against most targets, this spell 
  has no effect on targets that do not conduct electricity or are grounded. The 
  whirling strands make this weapon especially effective against beings who are 
  relying on a shield for protection.
  Power: 4d6 Energy Blast versus ED - Electricity 
  Specific Modifiers: NND (Non-Conducting or Insulated) (+1), Ignore DCV of 
  shield (+¼); Not in rain or underwater (-¼).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  BURNING EYES
  When this spell is cast, narrow red beams radiate from the caster's eyes. 
  Wherever they contact a nearby surface, the material begins to heat up - 
  burning, then turning white hot within a few moments. The beams can be used to 
  ignite fires, burn ropes, and even cut through metal.
  Power: 1d6 RKA (Heat)
  Specific Modifiers: Armour Piercing (+½); Reduced by range (-¼), Doesn't 
  work in rain, underwater, or under obscured conditions (-½).
  Active Cost = 22 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  BUSH FORM
  The caster alters his form and appearance, becoming indistinguishable from a 
  bush or a sapling. The Wizard retains this shape for as long has he maintains this 
  spell and does not move from his current location. The species of the plant 
  matches the spell focus.
  Power: Shapeshift (Any bush or tree, affects sight, smell touch)
  Specific Modifiers: OIF - Leaf from Tree or Bush, Fragile (-¾), Limitation: 
  only where plants can grow (-¼), Limitation: must remain stationary (-½).
  Active Cost = 40 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  C
  
  CAGE OF FIRE
  Upon casting this spell, a 2" radius (and 2" height) cage of flame appears, centred 
  on the target hex and capturing anybody therein. The walls of the 7-hex cell are 
  made of leaping flames.
  Power: 3d6 RKA
  Specific Modifiers: Area affect (Line,+1), 0 END (+½) ; No knockback (-¼), 
  Will not work in rain or underwater (-¼).
  Active Cost = 112 points; END Cost: 0; Magic Roll: -8; Casting Time: ½ 
  Phase.
  
  CALL FRIEND
  This spell allows the caster to contact someone over great distances. The person 
  to be contacted must be preselected. The Caster constructs two magical bells (or 
  similar apparatus), giving one to the person whom he wishes to call. To cast the 
  magic, the Caster simply rings his bell, and the bell given to his friend will ring 
  (or similar function). The two have but to talk into the apparatus and they can 
  hear each other's voices. The Caster's friend cannot call the Caster.
  Power: Mind link
  Specific Modifiers: Any One Mind, Any Distance, Gestures (to activate 
  item) (-¼ ), OAF (-1).
  Active Cost = 15 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  CALL COLD
  With this spell, the caster can lower the temperature to below freezing within a 
  limited area, producing a coating of frost, that makes the ground slippery 
  underfoot.
  Power: Change Environment Radius 4", temperature –1, DEX roll –1 to 
  move on.
  Specific Modifiers: Doesn't work if temperature is above 80° or in low 
  humidity (-¼).
  Active Cost = 26 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  CALL OF THE VOID
  A fearsome weapon of last resort, this spell is usually only cast once in any 
  mage's lifetime. When cast, an explosion of complete blackness engulfs the 
  caster and all around him. Everything within the radius (including the caster) is 
  drawn into The Void, a terrible dimension of utter nothingness. Only those with 
  transdimensional teleportation may escape from within (except for the caster, 
  who can never escape). Among other reasons, the magician must inflict a great 
  deal of damage on his own person to cast this spell, so the spell is normally cast 
  by necromancers in a no-win situation who "want to take as many of them with 
  me" as possible.
  Power: Extradimensional Teleport, 1 Fixed Location, up to 128x human 
  mass
  Specific Modifiers: Area Effect 14" Radius (+1), Transdimensional (+½), 
  Usable against others (+1); Limitation: caster must let his own blood (at 
  least 6 BOD damage, -½), Limitation: does not work in bright sunlight (-¼), 
  Limitation: does not work on ground sanctified to a "good" religion (-¼), 
  Concentrate: 0 DCV Throughout (-1), Only to The Void (-2).
  Active Cost = 196 points. END Cost: 20; Magic Roll: -20; Casting Time: ½ 
  phase
  
  CALL SPIRIT
  This spell allows the mage to pull a spirit from his home and bring him to this 
  world. The spirit is in no way obligated to do what the mage asks, and may even 
  be upset at having been brought here. The mage can, of course, bribe or force 
  the spirit to cooperate.
  Power: Summon Ghost
  Active Cost = Ghost’s cost/5 points. END Cost: Ghost’s cost/10; Magic Roll: 
  - Ghost’s cost/10; Casting Time: ½ Phase.
  
  CALLING THE PACK
  This spell will cause the nearest pack of predators Up to 200 point creatures, 
  such as Lions, wolves, etc.) to rush to the spell caster. The pack will number at 
  least four on arrival, because if the pack is larger than four, those not under the 
  Call will usually break off to deal with personal matters. Making a deal with the 
  pack will depend on recognizing the pack leader and befriending him.
  Power: Summoning (four animals)
  Specific Modifiers: Expanded class (pack predators, +¼), Extra Time: 5 
  minutes (-2), Animals must be in area (-1), must arrive under own power 
  (-½).
  Active Cost = 60; END Cost: 6: Magic Roll: -6; Casting Time: 5 Minutes
  
  CALL WARRIOR
  To distract a foe, a wizard may resort to this spell, which allows him to summon 
  any warrior that is native to the region. The fighter is not subject to the whims 
  of the caster, but will act according to its own whims. If suitably induced, 
  however, this fighter can prove a serious nuisance to the opponent.
  Power: Summoning (up to 200 point warrior) 
  Specific Modifiers: Any native warrior (+¼).
  Active Cost = 50 points. END Cost: (5); Magic Roll: -5; Casting Time: ½ 
  phase.
  
  CALLED SHOT
  On occasion, a wizard may be called upon to strike a very difficult target. This 
  spell allows the caster to hurl a fragile crystalline dart with great precision. 
  While this dart will inflict little real damage, with careful choice of location it 
  can hinder the victim for a short time.
  Power: 2d6 Energy Blast versus PD - Crystal Dart 
  Specific Modifiers: Beam Attack (-¼), Linked to Levels (-½). 
  Power: +8 OCV w/ Energy Blast 
  Specific Modifiers: Only for Placed Shot (-½), Costs END (-½). 
  Active Cost = 10 + 16 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  CALM AIR
  Within the 8" radius where this spell is cast, the air around the Wizard becomes 
  calmed and disturbance by outside winds is all but eliminated. The calm air 
  remains centred on the caster even when he is moving. This spell has almost no 
  effect on power-based winds.
  Power: Change Environment, 8” radius
  Specific Modifiers: 0 END (+½); No Range (-½), Extra Time (1 Minute, -1-
  ½)
  Active Cost = 30 points; END Cost: 0; Magic Roll: -3; Casting Time: 1 
  Minute.
  
  CALM
  This spell is useful for smoothing choppy seas around the ship, or settling harsh 
  crosswinds. Rain will continue, but the effects of storm winds, gusts, violent 
  waves, currents and rapids, natural lightning and other such phenomena will 
  cease. The radius of this spell is large enough to aid several ships if they are 
  close together.
  Power: Change Environment, Calm, 32" radius
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  CALM ANIMAL
  Occasionally a mount or farm animal will spook and become dangerous to its 
  owner. This spell can be used to calm the creature and bring it back under 
  control. It has also proved useful when a wild animal wanders into a village and 
  threatens its residents. This spell is less effective against more intelligent beings, 
  as the INT score is added to the Mental Defence rating.
  Power: 7d6 Mind Control
  Specific Modifiers: Only to calm nerves (-½), Add INT score to Mental 
  Defence (-½),
  Active Cost = 44 points. END Cost: 8; Casting Time: ½ phase.
  
  CHAIN LIGHTNING
  A bolt of lightning flashes out in a line from the caster until it strikes the target, 
  then bounces toward the nearest untouched target, bouncing in this fashion for a 
  total of 24". If the lightning misses a target, it continues on in a straight line until 
  it runs out of range or strikes a new target. The lightning is grounded if it strikes 
  a stone or earth wall, or a piece of metal attached to the ground.
  Power: 2d6 RKA Energy Blast (Lightning)
  Specific Modifiers: Area (Any Area, 24", Non-selective, +1+¾); limited 
  control beyond first target ( ¾), (+1 Body Outside, -1 Indoors, 0), 
  Grounded by metal or stone (-¼).
  Active Cost = 83 points; END Cost: 8; Magic Roll: -8; Casting Time: ½ 
  Phase.
  
  CHAMELEON
  This spell allows the caster to assume the form of any humanoid race, but not a 
  specific member of that race.
  First Power:  Shapeshift, sight and touch, any humanoid
  Specific Modifiers: 0 END (+½); Costs END to cast (-¼).
  Active Cost = 37 points. END Cost: (3); Magic Roll: -3; Casting Time: ½ 
  Phase
  
  CHANGE OF SEASONS
  This spell will cause plants and trees within the radius of the spell to change 
  their form to match a different season of the year, such as budding flowers 
  during spring, or falling leaves during the fall. Though little practised, this spell 
  has proven useful for specialized tasks, such as growing fruit in winter or saving 
  plants from a late frost. Since plants are not quick to respond in this manner, this 
  enchantment is tedious to cast.
  Power: 3d6 Cosmetic Transform (Change Plant Season)
  Specific Modifiers: Area Effect 1 hex Megascale 2 km, +¾), Cumulative 
  (+½); No Range (-½), ½ DCV Concentrate Throughout (-½), Only where 
  plants can grow (-¼), Extra Time - 1 Turn (-1).
  Active Cost = 34 points. END Cost: 5; Magic Roll: -5; Casting Time: 1 turn.
  
  CHANGELING
  This is an enchantment of infiltration. The Changeling spell allows the wizard to 
  snatch a person away and take his place as a duplicate. If properly performed, 
  the deception will only be noticed by someone who is watching at the exact 
  moment of the exchange, at which time the target will be seen in double. To 
  prepare for the switch, a special mark must be placed on the target. The spell 
  caster then transforms into the likeness of the target, appears beside him, 
  touches him, and the target vanishes to reappear where the ritual was cast. The 
  target need not be within sight of the wizard when the spell is cast. The wizard 
  must remain in his new form until he confronts the original target, or until he is 
  called by his true name. Note that this spell does not impart the mannerisms or 
  the exact looks of the target. Much research should be carried out to 
  convincingly carry off the deception, and the skill Disguise would greatly help. 
  Now you know why most Changelings are babies!
  First Power:  Shape Shift, any humanoid
  Specific Modifiers: Reduced END: 0 END (+½), Persistent (+½); Must 
  remain Shape Shifted until called by true name, or meets duplicate, at 
  which point the spell is cancelled (-½), only after Teleport(+½)
  Second Power: 40" Teleport, 2 floating locations
  Specific Modifiers: Usable Against Others (+1),Only usable to appear next 
  to victim and teleport him back to ritual point (-1),Victim must be marked 
  (-½), Increased END: x2 END (-½).
  Active Cost = 147 points. END Cost: 15; Magic Roll: -15; Casting Time: ½ 
  phase
  
  CHANGE WATER TEMPERATURE
  This basic spell allows the wizard to change the temperature of water, from 
  freezing to extremely hot (but not dangerous).
  Power: Change Environment 8” radius
  Specific Modifiers: Vary environment (freezing to extremely hot) (+½), 
  OAF;Water (-1).
  Active Cost = 30 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ phase
  
  CHARIOT OF THE SUN
  This impressive spell conjures a fiery chariot, pulled by winged steeds - Dragons, 
  Pegasi or whatever. The caster and up to 4 companions can ride in this vehicle, 
  which offers both protection and also some destructive capabilities
  First Power:  10" Flight
  Specific Modifiers : Usable by up to 4 others (+¾); Other users cannot 
  move away from caster's hex (-½), Linked to Force wall (-½).
  Second Power: 6 PD/ED Force wall
  Specific Modifiers : Reduced to 0 END (+½); Linked to Flight (-½), 
  Unranged (-½), Costs END to cast (-¼).
  Third Power: 1 d6 Energy RKA
  Specific Modifiers : Area Effect : Explosive (+½), Reduced to 0 END (+½), 
  Hole in middle (1 hex, +¼); Linked to Force wall (-½), Unranged (-½), 
  Costs END to cast (-¼).
  Active Cost = 35 + 45 + 30 points; END Cost: 3 + (7); Magic Roll: -10; 
  Casting Time: ½ phase.
  
  CHARISMA
  This spell grants the caster the look of true command, and if he has the oratory 
  skill, lifts him to unbelievable flights of speech - unless his hearers have 
  sufficient will to overcome the glamour, in which case they are likely to be 
  unimpressed.
  First Power:  4d6 Aid to PRE
  Second Power: +4 to Oratory skill
  Combined Specific Modifiers : Only to offensive PRE-attack or Oratory rolls 
  (-½), Those making Ego-roll at -3 are unaffected (-½), costs END (-½).
  Active Cost = 80 + 8 points; END Cost: 9; Magic Roll: -9; Casting Time: ½ 
  phase.
  
  CHARM
  Charm can be used as a favour or as a weapon. The spell caster chants his 
  incantation, points to the target's heart and fires into it a stream of sparkling 
  light, and then either points to another person or speaks out a name. The other 
  person so designated instantly becomes the object of infatuation for the target. 
  Charm can be cast without designating another person; in such a case, the target 
  will become enamoured of the first person he sees.
  Power: 8d6 Mind Control
  Specific Modifiers: Telepathic Command (+¼), Single Command 
  (Immediately infatuated with specified person or first person seen if no 
  one is specified, -l/2).
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  CHILL BLOOD
  The caster chills his opponent, slowing him down and making him sluggish. This 
  spell can be especially effective against cold-blooded opponents. In any case, the 
  target will end up with a light dusting of frost.
  Power: 3d6 SPD Drain
  Specific Modifiers: Doesn't work if temperature is above 80° or in low 
  humidity (-¼).
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  CHOKING CLOUD OF SMOKE
  This spell causes a camp-fire or larger fire to emit a thick, choking, incendiary 
  cloud of smoke in a 3" radius centred on the fireplace. (It is a derivative of the 
  Smoking Fire spell, but more effective.) The Energy Blast is ineffective on anyone 
  with an airtight head covering, using a Force Field, or with no need to breathe.
  First Power:  3" Darkness (Impervious to Sight)
  Specific Modifiers: Linked to Energy Blast (-½).
  Second Power: 2d6 Energy Blast (Smoke)
  Specific Modifiers: NND (life support protects, +1), Area Effect (3" Radius, 
  +1+¼).
  Combined Specific Modifiers: OIF: Fire, immobile (-1-½), Doesn't work in 
  rain or underwater ( ¼), No knockback (-¼).
  Active Cost = 30 + 33 points; END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  CHORES
  This spell is so named because it is chiefly used by the weary, the crippled and 
  the very old. The caster need but point, and he can command objects to move at 
  a distance with enough deftness to prepare food, wash glassware or even write.
  Power: 10 STR Telekinesis, Fine Work
  Specific Modifiers: No squeeze/punch (-½).
  Active Cost = 25 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  CLAWS OF THE BEAR
  As the wizard draws on the power of the bear, his body grows slightly larger, his 
  back hunches slightly, and his hands and arms become massive and hairy. Fingers 
  are replaced by claws, which can now crush almost any opposition. The claws 
  remain as long as the wizard wills
  Power: 1d6 HKA (2x 1d6 with 10 STR) HKA
  Specific Modifiers: Continuous (+1), Reduced Penetration (-¼), Visible 
  (-¼), Reforms the body into a part human, part animal form (-½)
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  CLEANSE
  This handy spell removes all those little annoying forms of life that people or 
  animals can occasionally become host to. It is much favoured by house-proud 
  wizards and the better sort of wise-woman - however, it is important not to use 
  this spell on small or delicate pets!
  Power: ½ d6 Energy RKA
  Specific Modifiers : Area Effect (+1), Only affects living things (-¼), Does 
  no damage if target is not killed (all or nothing, -1).
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  CLEANSE AIR
  This spell is the most powerful of the spells that remove pollutants. In addition 
  to removing smoke, pollen and other irritating impurities, it will detoxify any and 
  all poisonous gases, both those which act by inhalation and those which act by 
  skin contact. By removing impurities released by breathing, it will supply fresh 
  air even in an enclosed space indefinitely, but it will not supply air in a vacuum, 
  or underwater.
  Power: 10d6 Dispel
  Specific Modifiers: Works against all powers of a given special effect 
  (Gases, +2), explosive area effect (+½); unranged (-½).
  Active Cost = 105 points; END Cost: 10; Magic Roll: -10; Casting Time: ½ 
  Phase.
  
  CLEANSE THE MIND
  This spell enables the caster to purify the mind of any outside influences.
  Power: 15d6 Dispel
  Specific Modifiers: Affects any single magical spell (+¼); Only vs Mental 
  Powers with a continuous effect on a target (-1).
  Active Cost = 56 points; END Cost: 6; Magic Roll: -6; Casting Time: ½ Phase
  
  CLEANSE THE SPIRIT
  To cast this spell, the caster must clear his mind of all dark thoughts. The caster 
  is then protected from all forms of mental assault. Any word, thought, or deed 
  related to harming another is sufficient to cancel this spell.
  Power: +20 Mental Defence
  Specific Modifiers: ½ DCV Concentrate throughout (-½).
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  CLEAR AIR
  This cantrip will remove any dust, odorous chemicals, and impurities from the 
  air. This can be useful for removing an obnoxious odour or clearing a room of 
  smoke. It has no effect on most magical poisonous gases or similar attacks, 
  however.
  Power: Change Environment, 2" Radius
  Active Cost = 12 points. END Cost: 2; Casting Time: ½ phase.
  
  CLOAK OF SPARKS
  The caster is wrapped in a cloak of electrical sparks that burn any opponents that 
  strike the wizard. This spell will fail to function if the wizard is wearing any form 
  of metallic armour that could serve as a conductor for the electricity.
  Power: 4d6 Energy Blast (Lightning)
  Specific Modifiers: Continuous (+1), Damage Shield (+½); Gestures (-¼), 
  Incantations (-¼), Requires Magic Skill Roll (-½), Grounded by metallic 
  armour (-¼), Does not work in rain or underwater (-¼).
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  Phase.
  
  CLOUD EMOTIONS
  Through the use of this spell the caster completely covers up his emotions. In 
  essence he radiates no emotions for other people to pick up. As a result, he is 
  undetectable by people trying to sense his emotions. As a by-product, no one can 
  mentally detect if he is lying. Nor can he be located by any mental senses.
  Power: Invisibility to Detect powers based on intent or emotion and all 
  Mental senses
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  CLOUD WRITING
  On occasion, Air Wizards need to leave a message for all to see. This spell allows 
  the Wizard to leave clearly visible writing high overhead using wisps of vapour 
  gathered from the air. The maximum altitude that a message can be written is 7 
  kilometres, while the largest radius is ½ kilometre
  Power: Images to Sight
  Specific Modifiers: 256" Radius (+2), 0 END (+½), x16 Increased Range 
  (+1); Only to write with clouds (-1), Not in low overcast or foggy weather, 
  indoors, or underwater (-½), Extra Time -1 Minute (-1-½).
  Active Cost = 45 points. END Cost: 5; Magic Roll: -5; Casting Time: 1 
  Minute.
  
  CLUMSY
  This spell robs the target of whatever natural grace it might have had, rendering 
  them slow and vulnerable.
  Power: 6d6 suppress vs DEX
  Specific Modifiers: 1 point regained per minute (+½)
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  COLDFIRE
  This spell draws the heat from any blaze, whether magical or natural. It allows 
  the caster (or anyone else) to walk through the affected flame without harm. 
  The spell is also accompanied by a feeling of intense cold, as though the fire had 
  been "inverted" and was sucking heat in, but this is not strong enough to do much 
  harm
  First Power:  15d6 dispel vs KA
  Specific Modifiers: Flames only (-1)
  First Power:  Change environment (4" radius)
  Specific Modifiers: Linked to dispel (-½), area affect is proportional to size 
  of fire - 1" per d6, (-¼)
  Active Cost = 45 + 20 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  Phase
  
  COLD IRON
  After successfully striking a magic-using target with a weapon bearing this spell, 
  the resulting wound will continue to burn painfully for as long as the Caster pays 
  the END cost. The Caster must prepare this power beforehand, then strike while 
  the iron is hot, so to speak. It will have no effect on any target lacking the skills 
  needed to cast spells.
  Power: 2d6 EGO Attack (Psychic Energy)
  Specific Modifiers: Continuous (+1), ½ END (+¼); No effect on non-spell 
  casters (-1), Only when focus does BODY (-½), specific focus (-¼), Visible 
  (-¼), Mental Powers Based on CON (-½).
  Active Cost = 45 points. END Cost: 2; Casting Time: ½ phase.
  
  COMPACTMENT
  This spell does just the opposite of the Enlargement spell, it shrinks an object or 
  opponent down to size.
  Power: 1 Level of Shrinking
  Specific Modifiers: Usable Against Others (+1), Up to 200 Kg mass for 
  inanimate objects (+¼).
  Active Cost = 22 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  COMPANY OF HEROES
  With this spell, the Wizard is able to multiply the numbers of a group 8-fold so 
  that a small war band can become an army. The spell as written is for 150 point 
  characters - if more powerful characters are in the area of effect, weaker (150 
  point) duplicates of them are formed. At the spell’s end (when the caster wills 
  it, or is incapacitated) the duplicates all combine and the points totals are 
  averaged. This may result in the death of surviving copies, if sufficient injuries 
  have been suffered.
  Power: Duplication (8 copies of up to 150 points each)
  Specific Modifiers : Usable by Others (+2, up to 128 individuals); 1 charge 
  lasting 20 hours (+0), Extra time (1 hour, -2½) Duplicates cannot 
  recombine until end of spell (-1).
  Active Cost = 135 points; END Cost: 13; Magic Roll: -135; Casting Time: 1 
  hour.
  
  COMPULSION OF PURE REASON
  This spell, when directed out toward intelligent targets, will cause them to be 
  immediately dominated by the force of logic. Targets must be truly intelligent 
  and must have thought patterns which run along roughly humanoid lines (so it 
  will not affect extremely alien creatures).
  The magic of the spell is such that it stills all emotion, causing a crystal-clear 
  rationality to take hold of the targets' minds. Lycanthropes can resist an 
  involuntary change, berserkers will have their rages stopped in mid-hack, and 
  spells which cause fear or emotion will have no effect. It causes the creatures 
  affected to be temporarily emotionless.
  The logic will last until it is disrupted by the target succumbing to strong 
  emotions. Each time something happens which would normally evoke a strong 
  emotional response in the target, they must make an EGO roll. A failed check 
  will cause the effect to end with respect to that target.
  Power: 10d6 Mind Control.
  Specific Modifiers: Only to suppress emotion (-1), Effect is cancelled by 
  EGO roll on emotional stimulus rather than the usual rolls with time (0).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: 1 Phase
  
  CONE OF COLD
  Upon casting this spell, a 14" long, milky-white cone of pure cold projects out 
  from the fingertip of the Wizard, freezing anything in its path.
  Power: 6d6 Energy Blast (Cold)
  Specific Modifiers: Area Effect (Cone, Doubled, +1+¼); No Knockback (-¼)
  , No Range (-½), Will not work in temperatures above 25°C or in low 
  humidity (-¼).
  Active Cost = 67 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  Phase.
  
  CONE OF DARKNESS
  The hand of the caster projects a cone of darkness that hides everything inside 
  from sight. The cone moves at the direction of the Mage, much as a flashlight 
  would project light. Only magically attuned vision can pierce this gloomy ray.
  Power: Darkness to Sight Group, 4" Radius
  Specific Modifiers: Personal Immunity (+¼); Only dark within a cone inside 
  the radius (-¼), Only targeted on caster (-¼), No Range (-½).
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  CONFLAGRATION
  The destruction caused by this spell is terrible to behold. By calling down the 
  fires of the sun in an incinerating sphere, the wizard can cause the burning 
  destruction of a small city, or annihilate an assembled army. The pitiful survivors 
  on the outskirts of the spell effect, blinded by the flash and burned by the 
  intense heat, must yet deal with the lingering effects of the radiation.
  First Power:  8d6 RKA
  Specific Modifiers: Area Effect, 1 hex, Megascale (2 km radius, +¾), 
  Penetrating (+½); Reduced by Range (-¼)
  Second Power: 3d6 Flash to Sight Group
  Specific Modifiers: Area Effect, 1 hex, Megascale (2 km radius, +¾), 
  Continuous, uncontrolled at 0 END (+2); Linked to RKA (-½)
  Third Power: 1d6 CON Drain
  Specific Modifiers: Area Effect, 1 hex, Megascale (2 km radius, +¾), 
  Recover every Week (+1+¾), Continuous Uncontrolled (+1+½); Gradual 
  Effect (Every 5 hours, -1-¼), 8 charges (-½), Linked to RKA (-½)
  Combined Specific Modifiers: Extra Time: 5 Minutes (-1-½).
  Active Cost = 270 + 41 + 50 points. END Cost: 36; Magic Roll: -36; Casting 
  Time: 5 Minutes.
  
  CONTACT PLANE
  This spell translates the Wizards' consciousness to a fixed location of a known 
  dimension, where he is able to see, hear, and speak normally. Any inhabitants 
  that attend to the Wizard will be able to converse with him, although whether 
  they actually choose to do so is another matter. Most Powers employed in the 
  alternate dimension will have no direct effect on the Wizard, unless they have 
  the proper Transdimensional advantage.
  First Power:  Clairsentience, Other Known Dimensions, Sight/Sound Groups
  Second Power: Images, Sound only
  Specific Modifiers: Transdimensional (Other Known Dimension, +¾); 
  Linked to Clairsentience (-½), Same dimension as Clairsentience (-¼), Only 
  to speak with voice of Wizard (-1).
  Active Cost = 40 + 20 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 
  Phase.
  
  CONTINUAL DRUNKENNESS
  This spell can be directed at any creature who looks the caster in the eyes; only 
  one being can be affected per casting of the spell. The caster's eyes look watery 
  and swirly at the completion of the casting, at which time the gaze can be used. 
  A creature affected is made mystically drunk, and will remain so indefinitely; an 
  analysis of the being's aura or any magic designed to detect charms will reveal 
  the spell’s existence.
  A mirror or gaze reflection spell may be able to make the spell backfire on the 
  caster. To rid oneself of the effects, a successful dispel magic or similar will be 
  needed - or a strong purgative.
  Power: 2d6 Transform (minor - sober person to drunk person)
  Specific Modifiers: Continuous (+1), uncontrollable (cancelled by 
  purgative, +½), 0 END (+½), cumulative (+½); Side Effect (caster affected, 
  +1), Side effect can be triggered by reflective surface (-½)
  Active Cost = 75 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  Phase.
  
  CONTRACT
  When an intelligent creature is summoned and bent to the will of the Conjurer, 
  he can use the following power as a means to enforce the completion of a task. 
  The contract must be written up and signed by both the caster and the target 
  before this spell will go into effect. Once this has been done, the caster forms a 
  mental tie to the target, allowing the Conjurer to know when the contract has 
  been broken. If this occurs, the target will be wracked by violent magical 
  energies, usually resulting in death within a short period. The difficulty and 
  duration of the Contract will have a direct bearing on the willingness of the 
  summoned being to sign. Clever beings can escape punishment by means of 
  loopholes, so the agreement must be carefully written by the caster.
  First Power:  10d6 Telepathy.
  Specific Modifiers: 0 END (+½), Transdimensional (All) (+1); Only to 
  activate trigger (-1).
  Second Power: 2d6 BODY Drain w/ Charges
  Specific Modifiers: Invisible Power Effects (All Senses) (+1), Trigger: When 
  the subject reneges on the contract as written (+¼), 32 Charges (+¼); 
  Costs END to cast (-¼), Gradual Effect: Every Turn (-¼), Linked to 
  Telepathy (-½).
  Combined Specific Modifiers: Only versus being summoned by caster (-¼), 
  OAF signed contract, fragile (-1-¼), Extra Time: 5 Minutes (-2).
  Active Cost =125 + 50 points. END Cost: (5); Magic Roll: -17; Casting Time: 
  5 minutes.
  
  CONTRACT OF DOOM
  To cast this spell, the Demonologist prepares a sheet of parchment with a 
  written contract for the death of a specific target. When the sealed contract is 
  accepted by the victim, a powerful demon is summoned who hunts down and 
  attempts to slay him. Once the attempt has been made, the demon returns to 
  the plane from whence he was summoned. If the caster cannot control the 
  demon, it makes a single attack against the Wizard before disappearing.
  Power: 4d6 RKA (Demon)
  Specific Modifiers: Delayed Effect (+¼), Trigger (Contract accepted by 
  chosen victim, +¼); No Range (-½), No Control Over Delay (1d6-1 Days, -¼)
  , Requires Magic Skill Roll (-½), Gestures ( ¼), Incantations (-¼), Extra 
  Time - 1 hour (-2-½), Side Effects (Attack vs. Wizard, -½), IAF - 
  Expendable expensive writing materials (-1-¼).
  Active Cost = 90 points. END Cost: (9); Magic Roll: -9; Casting Time: 1 
  Hour.
  
  CONVERSPHERE
  The wizard generates an area in which all languages are mystically translated. 
  The persons in the area must number eight or less, not counting the wizard and 
  must be willing to have their words translated.
  Power: Mind Link (any minds), up to eight others
  Specific Modifiers: Limited to 2" radius (-1), Costs END (-½).
  Active Cost = 25 points; END Cost: 2; Magic Roll: -2; Casting Time: 0 Phase
  
  COOL DOWN
  This spell allows the caster to cool his target down. The target's blood will start 
  to run cold, and his body will not respond as quickly as it once did. The effects 
  are only temporary.
  Power: 1d6 DEX Drain
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  Phase.
  
  CO-ORDINATION
  This spell sets up a subconscious link between a group of people so that their 
  actions will be maximally co-ordinated. No information can be exchanged 
  through the link, but the people involved will get a "bad feeling" when one of 
  their actions would impact adversely on another of the group. This spell is often 
  used in battles to allow units to manoeuvre as one, and it is equally useful for a 
  pack of thieves on a midnight raid.
  Power: Mind link - any (up to 64) minds, any distance
  Specific Modifiers: only for co-ordination (-½)
  Active Cost = 40 points; END Cost: 8; Magic Roll: -8; Casting Time: ½ Phase
  
  COUNT HOARD
  With an incantation, the caster can immediately inventory the contents of his lair 
  to determine if anything is missing. To make this spell possible, he must first 
  meticulously memorize each and every object in its hoard. This spell will not 
  notice the presence of any additional matter, but it will know exactly whether or 
  not the predetermined objects are present. New objects may be added to the 
  magical inventory at a rate of 1 item per Phase.
  Power. Detect "Inventory", Range, Discriminatory
  Specific Modifiers: All items in inventory must be previously memorized 
  (-¼), costs END (-½),
  Active Cost = 15 points. END Cost 1; Magic Roll: -1; Casting Time: ½ Phase.
  
  CREATE ELEMENT
  This spell creates a small amount of a specific element - ice, water, air or 
  whatever the caster chooses when he first learns the spell.
  Power: 5d6 Minor Transformation
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ phase 
  – 
  
  CREATE GREATER UNDEAD
  This spell is the most powerful undead-creation spell in common usage by death-
  wizards. With 5 hours preparation, the necromancer can create a single 150 pt. 
  automaton, which will be completely under his sway.
  Power: Summon (150 pt automaton, devoted).
  Specific Modifiers: OIF; A corpse (-½), Limitation: does not work in bright 
  sunlight (-¼), Limitation: does not work on ground sanctified to a "good" 
  religion (-¼), Extra Time: 5 Hours (-3).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 5 hours
  
  CREATE HOMONCULUS
  This spell invests magical life into an alchemical stew, producing the miniature, 
  gnarled humanoid form of a Homunculus (See the HERO Bestiary for stats.) The 
  constant desire of a Homunculus is to slay his creator, hence the wizard must 
  maintain constant control of his creation.
  Power: Summon Homunculus
  Specific Modifiers: Hostile (-½), Requires Magic Skill Roll (-½), Gestures 
  (-¼), Incantations (-¼), Extra Time - 1 hour (-2-½), IAF - Expensive, 
  expendable materials (-1-½).
  Active Cost = 11 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Hour.
  
  CREATE ICE
  With this spell, the wizard can concentrate and freeze the humidity in the air 
  around him into some useful object. This includes such things as an ice bridge 
  which spans a bottomless chasm, ice stairs which wind out of a pit, an ice 
  coating over the slope between the characters and their foes, and so on.
  This spell may not be used to simulate the effects of another spell. For example, 
  the caster cannot create a defensive wall of ice with this spell, although he could 
  create a barrier for hiding the party or keeping out the wind. Anything created 
  with this spell is somewhat fragile (the ice is being created with moisture from 
  the air, after all) and will shatter if hit by even an average blow.
  This spell differs mechanically from the normal Transform rules. The amount 
  rolled on the dice does not have to exceed the target's BODY; rather the resulting 
  amount indicates just how much ice has been created. For every 3 BODY rolled 
  on the effect dice, the caster creates one cubic hex (1") of ice, in any form he 
  wishes. This ice has 3 BODY and O DEF per cubic hex. This ice melts at the rate 
  of one cubic hex per hour.
  Power: 4d6 Major Transform;air to ice
  Specific Modifiers: Cumulative (+½), Change to Limited Class (ice forms, 
  +¼), Doesn't work if temperature is above 80° or in low humidity (-¼), 
  Limited: Results are fragile (-½).
  Active Cost = 105 points; END Cost: 11; Magic Roll: -11; Casting Time: ½ 
  Phase
  
  CREATE LESSER UNDEAD
  This spell is a staple of Necromancy. The caster can take an ordinary dead body 
  and imbue it with undead life force. This normally requires quite a bit of time. 
  The focus for this spell is, of course, the remains that the caster wishes to 
  animate.
  The spell listed below allows the caster to create eight low-powered, 50 pt. 
  undead (skeletons, zombies, etc.)
  Power: Summon (8 x 50 pt creatures)
  Specific Modifiers: Devoted (+1); OIF; corpses (-½), Limitation: does not 
  work in bright sunlight (-¼), Limitation: does not work on ground 
  sanctified to a ~good" religion (-¼), Extra Time: 5 minutes (-2).
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: 5 
  minutes
  
  CREATE STRONG UNDEAD
  This spell is a more powerful version of the Create Lesser Undead spell. This spell 
  allows the caster to create four 100 pt undead. The spell takes much more time 
  and preparation to cast than its weaker counterpart.
  Power: Summon (4 x 100 pt. creatures)
  Specific Modifiers: Devoted (+1); OIF; corpses (-½), Limitation: does not 
  work in bright sunlight (-1/ ), Limitation: does not work on ground 
  sanctified to a ~good" religion (-¼), Extra Time: 1 hour (-2 ½).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 hour
  
  CREATE ZOMBIE
  By using this spell, the mage can cause a corpse to rise from the dead and act as 
  the caster's servant.
  Power: Summon one 125-point zombie
  Specific Modifiers: Devoted (+1); Extra time (1 minute, -1 ½), Requires A 
  Sufficiently Intact And Undecayed Corpse (-1).
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5;- Casting Time: 1 
  Minute
  
  CREEPING FROST CURSE
  This spell is a relatively insidious and nasty way to render a building useless. The 
  mage casting it touches a portion of a man-made structure (castle, etc.) and 
  casts the spell. A patch of frost in the shape of the mage's hands will then form. 
  Every hour thereafter, the patch will grow irregularly, covering 1" of additional 
  radius, and unless stopped, will coat the entire structure, inside and out, with an 
  exceptionally cold layer of icy frost. Dispel magic, if successful, will destroy the 
  frost within its radius, as will fire spells, but if any frost remains it will regrow at 
  the same rate. A structure coated in this ice will be at least 20 degrees lower in 
  temperature than the surrounding climate, and even lower in a hot area - leading 
  to damage to life-forms in the frosted area. The ice is also very slick, making 
  movement upon it hazardous.
  First Power:  Change Environment (lower temperature –2 levels, 64" 
  radius)
  Second Power: 1d6 EB
  Specific Modifiers: NND - defence is warm clothes or immunity to cold 
  (+1), area affect, radius x 64 (+2 ½); Linked to change environment (-¼).
  Third Power: 1d6 Running Drain
  Specific Modifiers: Area affect, radius x 32 (+2 ¼); Linked to change 
  environment (-¼).
  Combined Specific Modifiers: Continuous (+1), Uncontrollable (+½), 0 END 
  (+½); Costs END to cast (-¼), Only on man-made structures (-¼), up to size 
  of building or area affect, whichever is smaller (-¼), Gradual - effect is on 
  full, but takes 1 week to grow to full size (-3 ½), Unranged (-½).
  
  Active Cost = 76 + 27 + 42 points. END Cost: (14); Magic Roll: -14; Casting 
  Time: ½ phase
  
  CREVASSE
  When this spell is cast, the Wizard speaks a word of ancient power, points at a 
  location on the ground within range, and causes the Earth to split open into a 
  crevasse. Victims caught within the spell area fall into the hole and become 
  jammed where the crack narrows. Anybody caught in the crevasse can attempt 
  to climb out again, if they survive the fall. The crevasse is wedge-shaped, with a 
  depth determined by the tunnelling rate through the material. Small targets will 
  fall further into the 1" wide crevasse than larger victims. (A hex of packed earth 
  has a DEF rating of 4.) Over time the crevasse will fall in upon itself, or become 
  filled with water or debris.
  First Power:  2" Tunnelling through 7 DEF
  Specific Modifiers : Ranged (+½); Only wedge downward from surface (-1), 
  Causes Falling Damage (0).
  Second Power: 1d6 Entangle (Wedge)
  Specific Modifiers : Both take damage (+¼); Linked to Transform (-½), 
  brittle (1 BODY, -½), Only by falling into crevasse (-½).
  Combined Specific Modifiers: Area (Line, +1); Caster must have 
  connection to the earth (-¼), Only works on natural surfaces (-¼).
  Active Cost = 70 + 22 points; END Cost : 9; Magic Roll: -9; Casting Time: ½ 
  Phase
  
  CRUCIFY
  This spell conjures several bolts of force directed at one creature within range. 
  The victim is knocked against the floor by a blast of force (or against a wall if 
  more convenient) and nailed to it by glowing force spikes.
  The force blast will knock a creature into the best possible surface, but causes 
  no actual damage. The bolts will impale the creature's various limbs (or body, if 
  no limbs are available) to the surface in question, causing ½ d6 RKA per hit. This 
  serves to (painfully) immobilize the target creature, although typically it will not 
  kill, due to the location of the damage.
  The spell lasts until one of the spikes is removed. A creature may attempt to 
  remove the spikes by itself, but each attempt may cause damage to the limb in 
  question.
  First Power:  ½ d6 RKA
  Specific Modifiers : Autofire, 5 shots (+½); All successful attacks only 
  strike limbs (-1), Linked to Entangle (-½).
  Second Power: 3d6 Entangle
  Specific Modifiers : Both take damage (+¼), Entangle has backlash (+½).
  First Power:  20 STR Telekinesis
  Specific Modifiers : Does no damage - only to move target (-2), Linked to 
  Entangle (-½).
  Combined Specific Modifiers: Only if suitable surface available (-½).
  Active Cost = 15 + 52 + 20 points; END Cost : 9; Magic Roll: -9; Casting 
  Time: ½ Phase
  
  CRUSHING PUNCH
  By directing a fist in a punching motion, a mage can use this spell to project a 
  powerful punch of magical force toward his foe. The force punch appears as a 
  colourful, glassy bubble that takes the same shape as a fist, but grows in size as 
  it hurls across the space between the caster and the target. However, this fist of 
  force grows thinner and weaker as it increases in size, so the Crushing Punch 
  spell is best used at close range.
  Power: 9d6 Energy Blast versus PD - Force Punch 
  Specific Modifiers: Reduce by Range (-¼), Beam Attack (-¼).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  CRYSTALLIZE
  A mage can render an enemy virtually harmless in no time with this spell, by 
  transforming the enemy's weapon (or anything else) into a very brittle piece of 
  crystal. This new crystal is extremely brittle and any pressure exerted on the 
  crystal will cause it to shatter.
  Power: 2d6 Major Transformation
  Specific Modifiers: Into crystal, Cumulative (+½).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase
  
  CURE DISEASE
  This spell enables the caster to cure a person of disease.
  Power: 17d6 Dispel vs. Diseases
  Specific Modifiers: Any Disease (-¼); No Range (-½), Extra Time: One Turn 
  (-1).
  Active Cost = 64 points. END Cost: 6; Skill Roll: -6; Casting Time: 1 Turn
  
  CURE ILLNESS
  While inadequate against a serious plague or advanced medical condition, this 
  spell can be used to cure most minor illnesses, such as a cold, infection, or 
  childhood ailment.
  Power: 8d6 Dispel Disease
  Specific Modifiers: Any Disease (+¼); Gradual Effect (5 Hours -1-¼), No 
  Range (-½)
  Active Cost = 60 points. END Cost: 12; Skill Roll: -6; Casting Time: ½ phase.
  
  CURSE
  The ultimate in damning an enemy, this powerful curse mercilessly depletes its 
  victim of physical and/or mental abilities. However, like many of the most 
  powerful spells, when cast the mage must accept that the spell’s effects will 
  return to him threefold at some time in the future. To effect this spell, the 
  caster must procure the victim's most personal, most highly-cherished possession.
  Power: 5d6 Drain vs. any 3 Characteristics
  Specific Modifiers: Affects any 3 Characteristics (+½), Recover 1 point per 
  year (+2 ½), Caster will succumb to triple the spell’s effects at some time 
  (GM's discretion) in the following 20 years (-2), Must rest for 1 day 
  afterwards (-1), Extra Time: Full phase (-½), Linked (2 Drains Linked to 
  third, ½), OAF (victim's most personal effect, Expendable, -2).
  Active Cost = 561 points. END Cost: 56; Magic Roll: -56; Casting Time: 1 
  Phase.
  
  CURSE
  This spell calls upon a major power of the lower planes to curse the target with a 
  serious affliction. The caster has little actual choice about the type, the actual 
  affliction being determined by the evil spirit performing the task. To determine 
  the type, roll on the table below:
  3D6
  Affliction
  3
  Blindness (All the time, fully impairing)
  4
  -10 CON: Wasting Disease.
  5
  Claustrophobia (Uncommon, Total)
  6
  -5 DEX: Clumsiness 7 Deafness (Frequently, greatly impairing)
  8
  -10 STR: Weakness
  9
  -10 EGO, Only versus fear (-1): Cowardice
  10
  -10 COM, Disfigurement from Warts, Boils, etc.
  11
  Age Disadvantage, 5 point
  12
  -10 CON, Only versus disease (-1): Poor Health
  13
  -1 SPD: Gout
  14
  Muteness (Frequently, greatly impairing)
  15
  Amnesia (Common, Total)
  16
  5d6 Unluck, only for financial matters
  17
  Caster can choose one
  18
  Make two rolls on this table
  The curse can only be lifted by a blessing from a god or holy artefact
  Power: 6d6 Major Transform
  Specific Modifiers: Limited Class (+¼); No choice over type (-¼), Requires 
  Magic Skill Roll (-½), Gestures (-¼), Incantations (-¼), Extra Time - 1 
  Minute (-1-½).
  
  Active Cost = 112 points. END Cost: 11; Magic Roll: -11; Casting Time: 1 
  Minute.
  
  CURSE OF FROGS
  This power gifts its victim with a plague of very large warts, which only slowly 
  vanish - although the warts can be removed by bathing in fresh dew.
  First Power:  2d6 Drain to COM
  Second Power: 1d6 Drain to PRE
  Specific Modifiers: Regain 1 point per year (+2 ¾); Regained totally by 
  bathing in dew (-1)
  Active Cost = 37 + 18 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase. 
  
  D
  
  DAGGER OF MIGHT
  This spell converts a dagger into the largest sword that the wielder's STR is 
  capable of using without penalty. The caster must do a total of 7 body to convert 
  the dagger. The sword will shrink back to a dagger if the command "Return to 
  your former state" is given, or in 5 minutes anyway.
  Power: 2d6 Minor transform (dagger to sword)
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  DAMPEN ABILITIES
  As a mage gives power, so can he take it away. This spell allows the caster to 
  suppress a person's abilities, making them appear weak, slow or stupid.
  Power: 3d6 Suppress
  Specific Modifiers: Drain Points, Any single characteristic (+¼), 0 END 
  (+½).
  Active Cost = 26 points. END Cost: 0; Magic Roll: -3; Casting Time: ½ Phase
  
  DANCING FLAME
  This spell is used primarily as a parlour trick by Wizards to impress visitors. 
  However, once in a while it comes in useful out in the field. The wizard can take 
  an image from an existing flame, such as that from a torch or camp fire, and 
  have it move about within a hex and change shape at the whim of the caster. 
  The flame never grows larger than a spread human hand. It feels hot to the touch 
  and seems to radiate warmth, but causes no burn damage.
  Power: Images (sight and touch senses)
  Specific Modifiers: IAF - flame (-½), Limited to a small flame (-1), Will not 
  work in rain or underwater (-¼).
  Active Cost = 15 points; END Cost: 1; Magic Roll: -1; Casting Time: 1 phase.
  
  DANCING FLAMES
  This is a non-combat spell, used by wizards to impress or entertain. With this 
  spell, a skilful wizard can tell a story or set a scene. Of course, less reputable 
  wizards can use the spell to hide themselves in swirling flames.
  Power: Images, (sight and touch senses) -4 to PER Roll
  Specific Modifiers: Doesn't work in rain or underwater (-¼), Images are 
  recognizably flames (-1).
  Active Cost = 27 points END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase.
  
  DARK FEAR
  This spell calls upon the nightmares and fears hidden deep within the pits of the 
  mind. Those who are not strong enough to deal with the experience immediately 
  stop whatever activity they are performing and run away from the caster at full 
  speed, attempting to flee from the fears within them.
  Power: 8d6 Mind Control
  Specific Modifiers: Telepathic command (+¼,), Single Command "Flee" 
  (-½), x2 END in direct sunlight (-¼).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  DARK SIGHT
  When he casts this spell, the caster's eyes emit a light only he can see. If another 
  person is in contact with the caster, both can see in the dark.
  Power: Nightvision
  Specific Modifiers: Usable by 1 other (+½), Difficult to Dispel (+¼), Costs 
  END (-½).
  Active Cost = 7 points; END Cost: 1; Magic Roll: -1; Casting Time: 0 Phase
  
  DARKLIGHT'S ILLUSION OF TASTE
  This spell creates the culinary illusion that the meal being eaten is very tasty 
  indeed. The nature of the taste mimicked is up to the caster, so a nasty taste 
  could be simulated, but in practice this is rarely done. The texture of the food is 
  not changed much, either, so the taste must be logically connected somehow. If 
  this spell is used to mask poison, the person eating gets a PER roll to notice the 
  taste of the poison.
  Power: Images (taste)
  Active Cost = 5 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  DARKLOCK'S DISMAL DISCORD
  The target of this spell will suffer such extreme emotional anguish that he will be 
  unable to concentrate on anything. This will reduce his ability to think on his 
  feet, and will make it nearly impossible to properly cast spells. Because this spell 
  exposes the caster to extremely volatile emotions, it may only be safely cast 
  once per day; any more would severely risk the sanity of the caster. A night's 
  sleep followed by meditation is required to properly calm the caster's mind and 
  allow another attempt at the spell.
  Power: 5d6 Magic Drain linked with a 2d6 Intelligence Drain
  Specific Modifiers: Magic Drain affects all magical powers at once (+2); 1 
  Charge; costs END (-2 ½).
  Active Cost = 170 points. END Cost: 17; Magic Roll: -17; Casting Time: ½ 
  Phase.
  
  DARTOUN'S ETHEREAL MANSION
  This complex and difficult spell requires significant time in casting. First, an 
  ornate, rune-encrusted stone archway must be built, with an iron door hinged 
  therein. The runes follow a prescribed pattern, but the door may be decorated as 
  the designer wills. The spell is then cast, and during the process the mage must 
  not be interrupted. When the spell is finished, the door may then be opened into 
  an extradimensional space of extensive volume, in a simple shape of the caster's 
  choosing. No complex forms may be made; thus, cubes, domes, and other simple, 
  continuous shapes are the only possibilities. The space is featureless and black; 
  not even the edges of its "walls" are visible, although they are certainly solid to 
  the touch. However, since the space is permanent and stable, the mage can have 
  facilities built within, regardless of the weight brought inside. Note that it does 
  not matter where the arch is set up, in the side of a wall, or even free-standing, 
  it is only accessible from one side, the other becomes non-existent on 
  completion of the spell. The space maintains the last temperature and 
  atmosphere verbally requested by the mage, the environment shifting instantly, 
  with conditions anywhere between 0° and 50°C, with atmosphere ranging from 
  high-altitude to thick, sea-level, from extremely foggy to pristine, and from 
  muggy to desert dry. Deadly conditions and extreme weather may NOT be set up 
  therein.
  First Power:  Extradimensional movement (single dimension, up to 1600 
  kg)
  Specific Modifiers: OAF - immovable gate (-1 ½), Extra Time: 5 hours (-3).
  Second Power: Change environment (8" radius)
  Specific Modifiers: Variable effects (+½), 0 END, persistent (+1) Linked to 
  extradimensional movement (-¼).
  
  Active Cost = 40 + 50 points; END Cost: 8; Magic Roll: -8; Casting Time: 5 
  hours
  
  DEAD MAN'S CANDLE
  The severed right hand of a convicted murderer is cooked to remove the fats and 
  oils. The resulting lard is used to produce a Dead Man's Candle. Burning the 
  Candle increases the wizard's magical powers while performing evil rituals.
  Power: +4d6 Character Points of Aid to Magic Skill
  Specific Modifiers: Loss rate 5 per Minute (+¼); Only when casting spells 
  of Darkness (-½), Single Continuing Charge lasting for 5 Minutes (Extinguish 
  to Cancel, -¾), Costs END to cast (-¼), Requires Magic Skill Roll (-½), 
  Gestures (-¼), Incantations (-¼), Extra Time - 1 Turn (-1), OAF - Candle 
  prepared from the right hand of a convicted murder killed within the past 
  24 hours (-1-½).
  Active Cost = 50 points. END Cost: (5); Magic Roll: -5; Casting Time: 1 
  Turn.
  
  DEAFEN
  This unpleasant spell renders the victim instantly and completely deaf.
  First Power:  9d6 minor transformation (normal person to deaf person)
  Specific Modifiers: Deafness can reputedly be removed by a variety of 
  means - listening to a whole service of a church of healing, listening to a 
  seashell into which a charm of healing has been recited, etc.
  Active Cost = 90 points. END Cost: 9; Magic Roll: -9; Casting Time: ½ Phase
  
  DEAFEN
  This spell clogs up the inner workings of the target's ear, inducing permanent 
  deafness. The spell must be cast on a being, rather than a hex, and has no effect 
  on other creatures in the vicinity. In addition, this spell is somewhat unreliable in 
  practice as the target can resist the effects with a CON roll, and it is relatively 
  easy to cure the condition by using suitable magic. Obviously this spell has no 
  effect if the target is already completely deaf.
  Power: Darkness (Sound Group)
  Specific Modifiers: 0 END (+1), Persistent (+½), Uncontrolled (+½), 
  Invisible Powers Effects (Sight Group) (+½); Must target a being (normal 
  DCV) (-½), Only to deafen the target (-½), CON roll to resist (-¾), Easy to 
  Dispel (Dispel ½ Active Cost or Heal Real Cost in BODY) (-½), Costs END to 
  cast (-¼).
  Active Cost = 70 points. END Cost: (7); Magic Roll: -7; Casting Time: ½ 
  phase.
  
  DEAFENING SHOUT
  The caster speaks at an ear-splitting level, stunning anybody caught in the 
  effected area and inflicting temporary deafness. The shout is emitted in a cone-
  shaped area out to a maximum range of 10".
  First Power:  4d6 Flash Against Hearing group
  Second Power: 3d6 Energy Blast versus ED (Sonic Blast)
  Specific Modifiers: Linked to Flash (-½).
  Combined Specific Modifiers: Area Effect (10" Cone, +1); No Range (-½).
  Active Cost = 40 + 30 points. END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  DEATH FOG
  A sickly yellow mist rolls forth from the caster, enveloping and poisoning 
  everything in its path. The only hope for survival lies in fleeing the expanding 
  cloud. After two minutes the poisonous effect dissipates, leaving a dense yellow 
  fog that covers the area for up to an hour.
  First Power:  4d6 BODY Drain
  Specific Modifiers: Area Effect (440" Cone, +1+¾), NND (Life Support, +1), 
  Recover every 5 hours (+1), Continuous Uncontrolled (+1+½); Gradual 
  Effect (Every turn, -¼), 10 Charges (-¾).
  Second Power: Darkness to Sight Group
  Specific Modifiers: Area Effect (640" Cone, +2+¾); Single Continuing 
  Charge lasting 1 Hour (Dispersed by Strong Winds, -¼), Linked to Drain (-½)
  .
  Combined Specific Modifiers: Cone only advances 4" per segment (-1), No 
  Range (-½).
  Active Cost = 375 + 55 points. END Cost: 43; Magic Roll: -43; Casting Time: 
  ½ phase.
  
  DEATH LORD
  By summoning the powers of an angel of death, this spell grants the Necromancer 
  command over free willed Undead within the affected area. The undead can 
  then be controlled for as long as they remain within sight.
  Power: 9d6 Mind Control
  Specific Modifiers: Area Effect (9" Cone, +1); Limitation: does not work in 
  bright sunlight (-¼), Limitation: does not work on ground sanctified to a 
  "good" religion (-¼), Undead Only (-1).
  Active Cost = 90 points. END Cost: 9; Magic Roll: -9; Casting Time: ½ 
  phase.
  
  DEATHSLEEP
  A clever mage can dupe his enemies into thinking that he lies dead, when in fact 
  this spell only gives the appearance of death. Failing a skill roll results in the 
  dangerous effects outlined in the HERO System Rulebook under Simulate Death.
  Power: Simulate Death
  Specific Modifiers: Costs END to activate (END is subtracted after 
  awakening, -½), Side Effects (same mechanics as for rushing; see Simulate 
  Death in the HERO System Rulebook, p .50, -½ ), Requires a skill roll 
  (physiology, or the specific feign death skill, -½).
  Active Cost = 3 points. END Cost: 1; Magic Roll: 0, Casting Time: 5 Minutes 
  (see HERO System Rulebook).
  
  DEBILITATING DISEASE
  By means of this spell, the caster can touch a target and inflict a debilitating 
  disease. The muscles of the victim will wither and he will suffer gradual loss of 
  strength, usually becoming as weak as a child. It will require several weeks for 
  this spell of weakness to pass.
  Power: 1d6 Strength Drain
  Specific Modifiers: Recover 5 per Week (+1+½), Continuous, Uncontrolled 
  (+1+½); Costs END to use (-½), No Range (-½), Gradual Effect (every 5 
  hours) (-1-¼), 6 uses (-¾).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  DECAY
  This spell will make an area appear to be suffering from lack of use and proper 
  upkeep. Surfaces will be covered in dust and dirt, cobwebs will hang from 
  corners, walls and ceilings will appear to be crumbling, tools will look corroded 
  or broken, and so on. Although this spell will hide visual signs of recent passage 
  through the area, it will not prevent tracking by scent.
  Power: Images (Visual Group and Touch)
  Specific Modifiers: 2 hex radius (+¼), Uncontrolled (+½); Only to make 
  area appear to be decaying (-1), Single Continuing Charge lasting 1 day 
  (+0), Costs END to cast (-¼).
  Active Cost = 26 points. END Cost: (3); Magic Roll: -3; Casting Time: ½ 
  phase.
  
  DECEIVE THE SENSES
  Through the use of this spell a mage can make people see and hear what is not 
  there. To cast it the mage need only visualize what he wishes people to see.
  Power: Images to normal sight and hearing, +6 PER roll
  Active Cost = 33 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ phase
  
  DEEP FREEZE
  The caster slowly lowers his opponent's temperature, making him painfully cold. 
  Unlike normal attacks, armour does nothing to protect the target, Instead he 
  must wear warm clothing.
  Power: 2d6 EB
  Specific Modifiers: NND (not vs. warm clothing or immunity to cold, +1), 1 
  hex area effect (+½), Continuous (+1); Doesn't work if temperature is 
  above 80° or in low humidity (-¼).
  Active Cost = 35 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  DEEP SHADOWS
  This spell causes an area of shadows to expand and throw a 1" radius area into 
  utter darkness. Only the eyes of the caster, attuned to the world of darkness, 
  can pierce the gloom.
  Power: Darkness to Sight (1" radius)
  Specific Modifiers: Personal Immunity (+¼); Must have deep shadows or 
  darkness within radius (-½).
  Active Cost = 12 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  DEEP SLEEP
  This spell bestows upon the target the ability to sleep soundly without snoring or 
  disturbing nightmares. He will gain the benefit of a full night of rest for as long 
  as the spell remains in effect.
  Power: 4d6 Mind Control
  Specific Modifiers: Only to sleep soundly (-½).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  DEHYDRATE
  This simple offensive spell causes the target to suddenly become dehydrated and 
  be weakened.
  Power: 3d6 Character Point STUN Drain
  Specific Modifiers: Ranged (+½).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ phase
  
  DELAYED BLAST FIREBALL
  This spell is identical to the Fireball spell. However, the caster can specify a 
  time delay of up to 5 minutes when the Fireball will go off.
  Power: 6d6 Energy Blast (Fire)
  Specific Modifiers: Explosion (+½), Time Delay (+¼); must be within 5 
  minutes (-¼), Doesn't work in rain or underwater (-¼).
  Active Cost = 52 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  DELUDE
  The target of this spell will come to believe that a single characteristic has been 
  significantly decreased, as if by a 6d6 Drain attack. The characteristic will 
  gradually return to normal at the rate of 5 points per turn while the spell is 
  maintained. Any power defences the target may possess will appear to operate 
  normally against the illusionary drain attack.
  Power: 10d6 Mental Illusions
  Specific Modifiers: Only to Drain a single characteristic (-1-½), Visible (-¼)
  .
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  DEMON HORDE
  This spell allows the caster to open a portal to the lower planes and draw 
  through a gibbering horde of lesser demons. The demons will want to slay the 
  wizard, so he will need an immensely large sacrifice with which to bargain. This 
  is a desperate act under almost any circumstances, and is only used as a last 
  resort to strike at powerful foes.
  Power: Summon 250 Hordelings
  Specific Modifiers: Antagonistic (-½), Extra Time - 1 Hour (-2-½), 0 DCV 
  Concentrate while casting (-½), IAF - Precious sacrifice (-1 ¼).
  Active Cost = 62 points. END Cost: 9; Magic Roll: -9; Casting Time: 1 Hour.
  
  DEMON LOCUSTS
  This spell summons a swarm of demon locust, which bite and gnaw upon 
  everything in their way. The locusts can be destroyed by anything effective 
  against swarms of small creatures. 
  Power: 1d6+1 RKA Physical
  Specific Modifiers: Continuous (+1), Area Effect Radius 3" (+1), Any Area 
  Effect attack on the locusts will kill them (-¼), Extra Time: One Phase (-½)
  Active Cost = 60 points; END Cost: 6; Magic Roll: -6; Casting Time: 1 phase.
  
  DEMON VISION
  With this spell the caster beseeches his demon lord to provide him with a quick 
  vision of some distant event. The caster must make a small sacrifice, a goat or 
  some such. The spell only works once per day when the demon lord decides to 
  allow it, and so it is very unreliable.
  Power: Clairsentience, 820 km range
  Specific Modifiers: One charge, lasts 1 Turn (-1 ¼), Costs END (-½), 
  Activation roll 12- (-¾), Extra Time: One Hour (-2 ½).
  Active Cost = 80 points; END Cost: 8; Magic Roll: -8; Casting Time: 1 hour.
  
  DEMON WINGS
  See the spell Wings of the Bat, which is essentially identical.
  
  DESOLATION
  When this spell is cast, all creatures in the area of effect to start to sicken and 
  die. Within a short space of time, all animal life will have fled the area. While 
  plants are unaffected, the absence of insects to pollinate them, or worms to till 
  the soil will lead eventually to an area in which flowering plants disappear and 
  rank undergrowth and fungi are present in greater than usual numbers - warning 
  all travellers that this is not a healthy neighbourhood!
  Power: 1d6 Energy RKA
  Specific Modifiers: Area Effect (Radius, 2 km Megascale, +1 ¼), Hole in 
  the middle (+¼), Invisible effects (Sight group, +½), Penetrating (+½), 
  Continuous (+1), Uncontrolled (remove sacrifice from altar to halt, +½), 
  Reduced to 0 END (+½); Focus (OIF Immobile,Sacrificial altar, -1 ½), Only 
  affects animals (-½), Extra Time - 1 day (-3 ½), 1 use per day (-2), Does no 
  stun (-½), Costs END to cast (-¼).
  Active Cost = 82 points; END Cost: (8); Magic Roll: -8; Casting Time: 1 day.
  
  DESTROY
  The mage who casts this spell can completely disintegrate any article that he 
  touches. The object rusts, crumbles and finally blows away with the wind. When 
  the spell is learned, the material that the wizard can affect must be specified 
  (i.e.: metal, wood, stone etc.)
  Power: 8d6 Transform, all or nothing (material object to dust)
  Specific Modifiers: Only against objects of specified nature (-½), Extra 
  Time: Full Phase(-½)
  Active Cost = 120 points; END Cost: 12; Magic Roll: -12; Casting Time: 1 
  Phase
  
  DETECT AILMENT
  This spell enables the caster to determine if the person touched is suffering from 
  some sort of ailment.
  Power: Detect Ailment, +6 to PER Roll
  Specific Modifiers: Extra Time: full phase (-½).
  Active Cost = 9 points. END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase
  
  DETECT ELEMENT
  With this spell, the caster is capable of detecting the presence of a specific 
  element (determined when the spell is learnt) nearby. The perception roll 
  receives a +8 modifier to any range penalties.
  Power: Detect (360 degree, telescopic +8)
  Specific Modifiers: Costs END (-½).
  Active Cost = 26; END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase.
  
  DETECT ENEMIES
  This spell allows the caster to detect the presence of creatures with malevolent 
  intent nearby - it will not detect non-sentient beings, such as constructs.
  Power: Detect (360 degree, Ranged, as Sense)
  Specific Modifiers: Costs END (-½).
  Active Cost = 10; END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase.
  
  DETECT GATE
  This spell allows the caster to view nearby gates leading to alternative universes, 
  extradimensional pockets or planes, or to distant locations. The gate will be 
  limned by an eerie glow that is visible only to the Wizard, with colours that hint 
  at the nature of the gate. The ability to sense gates requires steady 
  concentration by the Wizard and is a constant drain on his energy.
  Power: Sense Gates, Discriminatory, 360 Degree
  Specific Modifiers: All Dimensions (+1); Costs END to Use (-½), ½ DCV 
  Concentrate throughout (-½).
  Active Cost = 15 points. END Cost: 1; Magic Roll: -1; Casting Time: 1 phase.
  
  DETECT LIFE
  This spell allows the caster to detect the presence of living creatures nearby.
  Power: Detect (360 degree, as Sense)
  Specific Modifiers: Costs END (-½).
  Active Cost = 10; END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase.
  
  DETECT MAGIC
  The caster simply views an object. If it is indeed magical, the object will seem to 
  glow.
  Power: Detect Magic, +4
  Active Cost = 7 points; END Cost: 1; Magic Roll: -1; Casting Time: 0 Phase
  
  DETECT MIRAGE
  By carefully focusing upon a natural illusion, such as a mirage, the Air Wizard can 
  determine if the image is real, or just an atmospheric phenomenon.
  Power: Detect Mirage
  Active Cost = 3 points. END Cost: 0; Magic Roll: -1; Casting Time: ½ Phase.
  
  DETECT WEATHER MANIPULATION
  With this spell, the caster may determine if the surrounding weather conditions 
  are the result of natural causes or magic. Furthermore, if magic is being used to 
  manipulate the weather, the caster can determine what kind of magic is being 
  used and how powerful it is.
  Power: Detect Weather Manipulation, Discriminatory
  Specific Modifiers: Will not function in Enclosed Environments (-1), Costs 
  Endurance (-½).
  Active Cost = 8 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ phase
  
  DETERIORATE
  This spell can be cast only on inanimate objects; it causes rapid deterioration.
  Power: 2d6 BODY Drain
  Specific Modifiers: Return rate once per 5 hours (+1); Inanimate objects 
  only (-1), extra time (full phase, -½).
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: Full 
  Phase
  
  DETOXIFY
  This useful spell instantly clears the caster's body of any and all toxins imbibed or 
  insinuated, from alcohol to snake venom.
  Power: 12d6 Dispel poison
  Specific Modifiers: Works against all powers of a given special effect (+2): 
  Caster only (-½).
  Active Cost = 108 points; END Cost: 11; Magic Roll: -11; Casting Time: ½ 
  Phase.
  
  DEVIL CURRENT
  The evil-sounding name of this spell originates from the mouths of sailors 
  frightened by its power; but it is usually quite benevolent. After the wizard 
  completes the preparatory ritual, he summons out of the sea a short column of 
  water which lifts up the caster's ship and carries it along at a high rate of speed. 
  Theoretically this spell could also be used to smash an enemy's ship against the 
  jagged breakers, but since it has no range, the wizard would have to be on 
  board. In fact, when moving at non-combat speeds the wizard must always be 
  careful not to smash his own ship into a land mass! (The Eye of the Hawk spell 
  could be a valuable accessory.)
  Power: 15" Flight, 240" Non-combat
  Specific Modifiers: Usable Against Others (x 64 mass, +2 ½), Only usable 
  vs. floating objects (-2), Only across the surface of a large body of water 
  (-2).
  Active Cost = 157 points. END Cost: 10; Magic Roll: -16; Casting Time: ½ 
  Phase
  
  DIAGNOSE
  This dweomer will tell the caster (assuming the target is ill with something) 
  precisely what the disease is. It will work only for mundane diseases - unnatural 
  diseases - lycanthropy and the like - are curses rather than diseases and should 
  be treated by a skilled priest.
  Power: Detect Disease, discriminatory (+3 to PER roll)
  Specific Modifiers: No range (-½).
  Active Cost = 11 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  DIG TRENCH
  Digging a ditch is filthy, back-breaking labour that can be greatly eased through 
  magic. This spell allows the wizard to tunnel easily through most dirt and clay.
  Power: 3" Tunnelling through 1 DEF
  Active Cost = 20 points. END Cost: 2 per 5" tunnelled; Casting Time: ½ 
  phase.
  
  DIMENSION DOOR
  This spell opens a warp hole through which the Wizard can pass to a nearby 
  location within view. The Wizard can carry up to an additional 100 kilograms 
  through the portal, but the mage and any passengers are mildly disoriented for a 
  full phase.
  Power: 20" Teleport, x2 Mass
  Specific Modifiers: At ½ DCV for 1 phase after Teleport (-½), ½ DCV 
  Concentrate (-¼).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Magic Roll: -2; Casting 
  Time: ½ phase.
  
  DIMENSIONAL PASSAGE
  The Wizard uses this simple spell to pass through to an alternate dimension. The 
  specific plane must be selected when this power is acquired, usually after an 
  extensive period of research by the Wizard. If the Wizard has previously visited 
  the dimension, this research period can be much shortened. Before casting this 
  spell, the Wizard will usually first learn how to return to his native plane, unless 
  he has no intention of returning.
  Power: Extradimensional Movement, Single Dimension
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  DIMENSIONAL STORM
  This exceptionally powerful and dangerous spell calls into being a small but 
  violent storm cloud, shot through with lightning of peculiar hues. It lasts but a 
  few moments and then clears up - but many things which once occupied the 
  space will be gone - to unknown destinations in the multiverse.
  First Power:  Extra-dimensional movement (any dimension).
  Specific Modifiers: Area effect radius (6" Radius, 1 hex hole in middle, 
  non-selective, +1), Usable against others (+1); Extra time (Full Phase, -½), 
  Caster cannot control destinations (-¼).
  Second Power: Darkness (6", affects normal sight and hearing).
  Specific Modifiers: 1 hex hole in middle, +¼); Extra time (Full Phase, -½).
  Active Cost = 120 + 50 points; END Cost: 17; Magic Roll: -17; Casting Time: 
  1 Phase.
  
  DISCERN UNDEAD
  This spell of detection will reveal to the caster the presence and location of 
  undead nearby. The entities, when viewed by means of a cracked mirror, glow 
  with a sickly-green, ghostly after-image that resembles their form at the moment 
  of death.
  Power: +5 Detect Undead (bought as sense)
  Specific Modifiers: OAF - cracked mirror (-½), Limitation: does not work in 
  bright sunlight (-¼), Only see undead through mirror (-¼).
  Active Cost = 10 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  DISCOVER FLAW
  The caster of this spell has the ability to see the forces which protect an enemy 
  and to analyse those protective powers to the fullest. There is no room for error 
  in the practise of magic, and this spell will make sure the same goes for the 
  battlefield.
  Power: Find Weakness (11-)
  Specific Modifiers: For All attacks, Spell Costs END (-½).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  DISGUISE
  Speaking a magic word, the wizard traces a new outline for himself, which 
  immediately becomes his new form. His original form will return instantly once 
  the spell is cancelled.
  Power: Shape Shift sight and touch, any humanoid
  Active Cost = 23 points. END Cost: 3; Magic Roll: -3; Casting Time: 0 Phase
  
  DISGUISE
  The caster creates an illusory mask that superimposes itself over his own 
  features, thereby disguising him. If the caster wishes to copy someone's features, 
  he must make an INT Roll, modified by how well the caster knows the person (-3, 
  met only once, -1, an acquaintance, +3, his mother, etc.).
  Power: Images (sight)
  Specific Modifiers: Limitation: only to produce disguise on caster (-1 ½).
  Active Cost = 10 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  DISINTEGRATE
  This powerful spell does just what it says. A target struck with this spell, even if 
  protected by armour, will disappear into a cloud of fine dust. Fortunately, the 
  drain on the wizard's stamina is so enormous, this spell is rarely used.
  First Power:  3d6 Energy RKA
  Specific Modifiers: Penetrating (+½), Autofire 10 (+¾); Does no stun (-1), 
  Can only be shot at a single target (-¼).
  Second Power: +5 OCV with attack
  Active Cost = 101 + 10 points; END Cost: 10; Magic Roll: -11; Casting Time: 
  ½ phase.
  
  DISMISS
  The caster can use this spell to dismiss a summoned creature, returning the beast 
  from whence it came. Steady concentration is required, and the spell is more 
  strenuous than normal to cast. The spell can penetrate most intervening barriers, 
  with the exception of hardened defences The dismiss is less effective when the 
  Conjurer did not summon the target.
  Power: 12d6 Dispel Summoning
  Specific Modifiers: Indirect (Any distance, away from caster) (+½); Target 
  is x2 Difficult to Dispel when not summoned by the caster (-½)
  Active Cost = 54 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  DISMISS THE UNCLEAN
  This spell can be used to dismiss any creature summoned through the dark arts of 
  magic. A golden sheet flies from the praying hands of the caster toward the 
  target, wrapping it in the folds and vanishing with a flash of light. This spell will 
  normally dismiss all but the most powerful foes.
  Power: 25d6 Dispel Summoning
  Active Cost = 75 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  DISMISS UNDEAD
  A little-used Necromantic spell, this incantation allows the Wizard to dismiss an 
  undead entity to the nether plane from whence he was summoned. This spell is 
  more effective on ground sanctified by a "good" religion, but is seriously 
  weakened on the holy ground of an "evil" religion.
  Power: 10d6 Dispel Summoning
  Specific Modifiers: +2d6 on "good" sanctified ground, -2d6 on "evil" ground, 
  (+0).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  DISPATCH
  This spell is used to return an extra planar creature to its native plane. If the 
  creature is already in its native plane, then the spell has no effect. When the 
  target creature has resided in a dimension for at least a year prior to the casting 
  of this spell, then it can make an EGO roll to resist the spell effects. Note that 
  the Wizard can cast this spell upon himself should he desire to return to his home 
  plane.
  Power: Extra planar Travel, Any Dimension, x2 Mass
  Specific Modifiers: Usable Against Others (After one year on this plane, 
  target can make EGO roll to resist , +1), Ranged (+½); Only to return 
  creature to its native plane (-¾).
  Active Cost = 100 points. END Cost: 10; Magic Roll: -10; Casting Time: ½ 
  phase.
  
  DISPEL ILLUSION
  The caster focuses the power of the target illusion back upon itself, overloading 
  the energies involved and destroying the illusion.
  Power: 6d6 Dispel
  Specific Modifiers: Affects any single magic spell (+¼); Limitation: vs. 
  illusions only (-1½).
  Active Cost = 22 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  DISPEL FATIGUE
  This spell allows the caster to temporarily negate the need for sleep in either 
  himself or for another. The spell will last for 24 hours, after which the recipient 
  must rest.
  Power: Life support: No sleep or food required
  Specific Modifiers: Usable on Others ; up to eight people at the same time 
  at range (+1 ¾), Only lasts 24 hrs. (-½).
  Active Cost = 5 points. END Cost 1; Magic Roll: -1; Casting Time: 1 Phase
  
  DISPEL MAGIC
  When this spell contacts any target bearing some form of dweomer, it will 
  attempt to remove it. Magic items that are quenched by this spell lose their 
  power permanently.
  Power: 6d6 Dispel
  Specific Modifiers: Affects any single magical spell (+¼)
  Active Cost = 24 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ phase
  
  DISPLACEMENT
  Upon casting this spell, the Wizard becomes invisible to both sight and sound, 
  and his form is replaced by a matching image. The image remains within 4" of the 
  Wizard, and exactly matches his motions and sounds.
  If the Wizard fails his Magic Skill roll (if skill rolls are used), the spell still 
  functions but the Wizard also suffers any effects inflicted upon the displaced 
  image. The image has 0 DEF and is ½ DCV of the caster, unless the Wizard 
  concentrates on avoiding blows to his duplicate image.
  First Power:  Invisibility to Sight and Sound w/o Fringe.
  Second Power: Images, Sight/Sound
  Specific Modifiers: 4" Radius centred on caster (+½); Linked to Invisibility 
  (-½), Only to match image and sounds of caster (-½).
  Combined Specific Modifiers: Side Effect (Wizard suffers same effects as 
  the image, -1).
  Active Cost = 40 + 22 points; END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  DISSIPATE
  This spell utilizes the foci theory in reverse. The caster uses this spell to release 
  the magic of his target, be it spell or item. This spell can be used on any magic 
  effect encountered.
  Power: 12d6 Dispel
  Specific Modifiers: vs. any magical power effect (+¼).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  DISSUADE OBJECT
  Incoming attacks are usually a nuisance, and this spell helps the caster rid 
  himself of a pest. When physical objects are coming in to strike, the caster can 
  use this spell to convince the objects to veer off and miss or to strike another 
  target.
  Power: Missile Deflection. Thrown objects and projectiles, Reflect to any 
  other target
  Specific Modifiers: Spell Costs END (-½).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  DIVERT TELEPORT
  Gatemasters use spells such as this to prevent unannounced teleportation into 
  their sanctum. Anybody doing so will be diverted to a location selected by the 
  Wizard, usually a jail or death trap. Of course, it is relatively easy to overload 
  this spell by repeated teleportations, making this a more appropriate defence 
  against individual intruders. The location of the diversion must be visible from 
  the location of the initial teleport, or the spell will fail to function.
  Power: Teleport 10" within view
  Specific Modifiers: Area Effect (4" Radius , +1), Usable Against Others 
  (Double human mass , +1), Trigger (Teleport into area , +¼).
  Active Cost = 65 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  DOGS OF WAR
  With this spell the caster summons war dogs. These dogs will attack anyone the 
  caster wishes in a certain area. They will continue to attack as long as the caster 
  maintains the spell. The dogs can be killed by normal weapons, and are DCV 3, 
  DEF 6 and have 12 BOD.
  Power: 1d6+1 RKA (Physical)
  Specific Modifiers: Area effect, radius, selective (+1 ¼), Continuous (the 
  caster can be forced to make a new attack roll on a target being attacked 
  if the dog attacking is killed, +1).
  Active Cost = 65 points. END Cost: 6; Skill Roll: -6; Casting Time: ½ phase.
  
  DOMINATE
  Controlling the minds of others is perhaps the most famous talent of Enchanters. 
  This spell allows the caster to take charge of another's actions. Any commands 
  must be verbal and spoken in a language which the target can understand.
  Power: 9d6 Mind Control
  Active Cost = 45 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  DOMINATE SENSES
  By taking over the neural switching pathways of the Thalamus, an Enchanter can 
  direct full illusionary sensations into the mind of the target. The nature of the 
  sensations is fully determined by the caster, but requires complete concentration 
  by him to effect.
  Power: 16d6 Mental Illusions
  Specific Modifiers: 0 DCV Concentrate Throughout (-1), Requires Magic 
  Skill Roll (-½).
  Active Cost = 80 points. END Cost: (8); Magic Roll: -8; Casting Time: ½ 
  phase.
  
  DOOMKILL
  This violent spell generates an enormous explosion that comes into being at the 
  point desired by the caster - intervening barriers not withstanding. It is 
  hazardous to use, however as the caster must concentrate on causing the 
  explosion at the right place. If his aiming is off, the explosion could occur 
  anywhere - even on top of him!
  Power: 4d6 RKA
  Specific Modifiers: Area Effect (explosion, +½), Indirect (away from 
  caster, +½); Side effect (triggered by missing target, same attack against 
  caster at OCV 0, If this misses, then check for scatter along a line to his 
  intended target, -½).
  Active Cost = 120 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  DOPPELGANGER
  This spell allows the caster to divide himself into two exact duplicates. Each 
  duplicate is free-willed and has the same physical abilities as the original, 
  although no magical abilities come across. Though there is no absolute time limit 
  on this spell, after a week apart from the caster, the duplicate begins to develop 
  independence, and may no longer desire to rejoin.
  Power: Duplication, 1 (up to) 200 point duplicate
  Specific Modifiers: Duplicate is exactly the same as the caster but has no 
  magical abilities (-½), Duplicate develops independence after one week 
  (-¼), 3X END Cost (-1).
  Active Cost = 80 points; END Cost: 24; Magic Roll: -8; Casting Time: ½ 
  Phase
  
  DOUBLE
  This spell is an advanced version of the Disguise spell, and allows the caster to 
  turn himself into a near duplicate of a person or creature he has met. However, 
  this spell does not give the mage any of the abilities of the being he is copying.
  First Power:  Shapeshift, Sight and touch groups, imitation.
  Specific Modifiers: 0 End (-½).
  Active Cost = 49 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  DOUBLE VISION
  This spell will cause the target to view two images of the world, causing 
  imbalance and uncertainty that reduces movement and makes most physical 
  activities difficult. After a few minutes, the vision of the spell target will return 
  to normal. This spell has no effect on unseeing creatures, including those that 
  are blinded by darkness. Note that one-eyed creatures will still suffer from this 
  effect.
  First Power:  3d6 Drain DEX
  Second Power: 1d6 Drain Running
  Specific Modifiers: Linked to DEX Drain (-½).
  Combined Specific Modifiers: No effect on unseeing creatures (-¼).
  Active Cost = 30 + 10 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  DOWSING
  This spell enables the caster to locate water. Using a dowsing stick, the caster 
  walks about till the stick moves; water will be found below the stick.
  Power: Detect Water
  Specific Modifiers: OAF; Dowsing Stick (-1), Won't work in very dry areas 
  (-¼)
  Active Cost = 3 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase.
  
  DRAWING DOWN THE MOON
  This spell is an evocation of great power. The ritual requires a great deal of time 
  and its effects are not always predictable, but nevertheless it is one of the great 
  spells. During the ritual the caster calls on the Power being invoked to enter his 
  body, and then concentrates on influencing the outcome of a certain event. This 
  event can be anything: a battle, an adventure, a meeting, the healing of a sick 
  person, a financial crisis, etc. There will generally be no immediate effect after 
  the spell is completed. However, if the ritual was successful, at some point in 
  time an extremely fortunate turn of events will occur, in favour of the caster's 
  desired effect.
  Note that this spell has two forms: Black Moon and White Moon. Black Moon is a 
  spell of negative energy that tends to cause ruin or hardship. White Moon is a 
  spell of Positive energy that brings relief or good fortune. Besides their general 
  intents, these spells differ greatly because, as with many of the most powerful 
  spells, their effects will return to the caster three fold at some point in the 
  future. Black Moon is a simpler spell to master, but obviously its quicker power 
  comes at a cost.
  Drawing Down the Black Moon
  Power: 8d6 Luck
  Specific Modifiers: Variable Advantages (GM's discretion on exactly how 
  the Luck is applied to serve the caster's purpose - using up to +2 worth of 
  Power Advantages, +3), Only to cause ruin, hardship or other negative 
  effects (-½), No Conscious Control (-2), Extra Time: 5 Hours (-3), 1 Charge 
  (-2), Charge does not recover (-2), Caster will suffer a 10d6 Unluck bad 
  occurrence 3 times in the following 20 years (-1), OAF: Magic Circle 
  (Immobile,Expendable, -2), Costs 2x END to cast (-¾).
  
  Active Cost = 160 points. END Cost: 0/32; Magic Roll: -16; Casting Time: 5 
  Hours
  Drawing Down the White Moon
  Power: 8d6 Luck
  Specific Modifiers: Variable Advantages (GM's discretion on exactly how 
  the Luck is applied to serve the caster's purpose using up to +2 worth of 
  Power Advantages, +3), No Conscious Control (-2), Extra Time: 5 Hours (-3)
  , 4 Charges: 1 charge for spell’s purpose +3 charges to help the caster 
  sometime in the next 20 years (-1), Charges do not recover (-2), OAF: 
  Magic Circle (Immobile, Expendable, -2), Costs 2x END to cast (-¾).
  Active Cost = 160 points. END Cost: 0/32; Magic Roll: -16; Casting Time: 5 
  Hours.
  
  DREAM FEAR
  This spell causes the victim to recall the feeling of helplessness often associated 
  with scary dreams. The victim will be unable to move, despite the knowledge 
  that danger is near. Once the victim physically overcomes his fear, he will be 
  entirely free.
  Power: 4d6 Entangle
  Specific Modifiers: Takes no Damage from outside attacks (+½), Entangle 
  has 1 body (-½).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ Phase
  
  DREAM SIGHT
  While in a dreamlike trance, the caster is able to use this spell to see and hear 
  events in distant locations.
  Power: Clairsentience, Sights and Sounds
  Specific Modifiers: 0 END (+½), Extra Time: Full Phase (-½), Concentrate: 
  0 DCV throughout ( 1).
  Active Cost = 37 points. END Cost. 4; Magic Roll: 4; Casting Time: Full 
  Phase
  
  DREAM WEAPON
  A Sorcerer is never completely helpless while he has this spell. The caster has 
  but to imagine a weapon, utter its name and motion as though he had the actual 
  weapon, and he is able to launch an attack against an opponent. The weapon is 
  not really there, but the caster must be able to call out its name and move as 
  though he were actually wielding the weapon.
  Power: 2d6 RKA
  Specific Modifiers: Incantation (weapon's name -¼), Gestures (during 
  attack, -¼).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  DRIFT
  This spell lowers the density of the Wizard so he can drift lazily in the wind. Due 
  to his lightened condition, however, he is more vulnerable to Knockback. He also 
  suffers 1 point of Long Term
  END loss every 5 minutes, so this spell can be exhausting to maintain for more 
  than a few hours.
  Power: 5" Flight
  Specific Modifiers: 0 END (+½); Can only drift with wind (-½), Double 
  Knockback from Attacks (-¾), Long Term END loss every 5 minutes 
  maintained (-¾).
  Active Cost = 15 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  DROUGHT
  The air within the radius of the spell target is turned bone dry, causing plants to 
  wilt and animals to rapidly dehydrate. It requires several minutes for those 
  caught in the area to recover, unless a plentiful supply of drinking water is 
  available.
  First Power:  1d6 REC Drain
  Specific Modifiers: Area Effect (2" Radius) (+1), Sticky (+½), Recover 1 
  point per minute (+½); Recover 1 point per quart of water consumed (-1), 
  Gradual Effect (1 Minute) (-1).
  Second Power: Change Environment (Desiccated Air)
  Specific Modifiers: Linked to Drain (-½).
  Active Cost = 30 + 10 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  DROWN
  The wizard completely envelops the target with water. If the water works its way 
  into his lungs, the victim drowns. However, the target can hold his breath to 
  escape the effects of the drain. (See the drowning rules in the HERO rulebook) 
  Once the BODY has been drained to zero or less, the victim begins dying - losing 
  1 BODY each turn. Anyone who is able to breathe water or has no need to 
  breathe, is not effected by the BODY Drain. Power defence will disrupt the 
  watery envelopment, allowing some respiration.
  First Power:  2d6 BODY Drain
  Specific Modifiers: Continuous (+1), Recover each minute (+¼); No effect 
  when water-breathing, using life support, or holding breath (-1).
  Second Power: 1d6 Major Transform (Air to Water)
  Specific Modifiers: Cumulative (+½); Linked to Drain (-½), Only about 
  target (-1).
  Combined Specific Modifiers: Won't work in very dry areas (-¼),
  Active Cost = 45 + 22 points; END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  DUMAR'S INNER LIGHT OF PURITY
  When casting this spell, the caster uses his inner purity to grow bright with a 
  golden light, blinding those who look upon him.
  Power: 4d6 Flash
  Specific Modifiers: Personal Immunity (+¼), Area Effect Radius (+1), x2 
  Area (4", +1/ 4), No Range (-1/ 2).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  DUPLICATE
  The caster creates illusory duplicates of anything that he can currently see. Since 
  the caster is merely duplicating something he can see, the duplicates are very 
  accurate and convincing.
  Power: Images (sight), -3 to PER Rolls
  Specific Modifiers: Limitation: only to create multiple images of objects 
  already present (-1).
  Active Cost = 19 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  E
  
  EARTH PASSAGE
  This spell allows the caster to create a tunnel through the ground at the rate of 
  4"/Phase. The spell will tunnel through rocky soil, clay even sandstone, but it will 
  not tunnel through solid granite or stone walls.
  Power: 4" Tunnelling (DEF 4)
  Active Cost = 29 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  EARTH READING
  The caster can sense the identity of the last person or creature to pass over the 
  section of ground he is casting over.
  Power: 40 pts Clairsentience (Retrocognition)
  Specific Modifiers: Retrocognition only (-1), Last one to pass over that 
  position only (-1), Character Must Have Connection to the Earth (-¼), Extra 
  time (½ phase, -¼)
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  EARTHQUAKE
  This spell creates an earthquake with a 2" radius around the target hex. Once 
  cast the spell may be maintained by paying END without further Skill or targeting 
  rolls.
  People in the area of the earthquake must resist a STR 15 by bracing or grabbing 
  hold of something, or be thrown to the ground. Inanimate objects will be 
  knocked over. If the floor is rigid (like stone) it will crack, causing bad footing 
  even after the quake. Unless people in the target area can resist the quake with 
  their casual STR they will have a -3 penalty to every roll they make, requiring 
  coordination or concentration.
  Note that the caster is not personally immune.
  Power: Telekinesis (STR 15)
  Specific Modifiers: Area Effect (2" radius) (+1), Continuous (+1), Only to 
  knock down and shake up (-1), Character Must Have Connection to the 
  Earth (-¼)
  Active Cost = 67 points. END Cost: 7; Magic Roll: -7; Casting Time: ½ Phase
  
  EAVESDROP
  This is a good spell for gathering information. It allows the caster to pick up on 
  conversations in the distance by magically enhancing his hearing.
  Power: +5 Hearing Perception, +10 Telescopic.
  Specific Modifiers: Concentrate to O DCV (-1), Extra END: x2 END Cost 
  (-½).
  Active Cost = 25 points. END Cost: 4; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  ECHOES FROM THE PAST
  This spell allows the caster to hear the faint echo of sounds made in the near or 
  distant past. The further back in time the Caster attempts to listen, the more 
  difficult it is to discern the fading sounds. All modifiers for Hearing Perception 
  are applied, including distracting noises from the past. This spell is most 
  effective when used to listen to recent conversations, or sounds in an otherwise 
  silent location such as a tomb.
  Power: Auditory Retrocognition
  Specific Modifiers: -1 PER per step down the time chart beyond 1 turn 
  (-½), No Range (-½).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  ECLIPSE
  This impressive incantation causes the sun to be totally eclipsed by a circular 
  body, causing a large area to grow as dark as late evening for as long as the spell 
  is maintained. All vision PER rolls receive a -1 modifier within the darkened area, 
  during the daytime.
  Power: Change Environment (Darken, -1 PER roll)
  Specific Modifiers: Megascale 100 km (+¾), Extra Time: 1 hour (-2), Only 
  once per month (-2).
  Active Cost = 21 points; END Cost: 2; Magic Roll: -2; Casting Time: 1 hour.
  
  EDIT DOCUMENT
  By combining this spell with a certain skill in forgery, an Illusionist can alter a 
  document in subtle and often damaging ways.
  Power: 3d6 Cosmetic Transform - Alter text on a document
  Specific Modifiers: Requires Forgery Skill Roll (-½), Extra Time - 1 Turn 
  (-1).
  Active Cost = 15 points. END Cost: 1; Magic Roll: -1; Casting Time: 1 Turn.
  
  ELECTRIC EEL SHOCK
  The skin of the wizard expands and transforms into a slick grey hide, then begins 
  to build up a powerful electrical charge. This current is discharged within a 
  volume of water, shocking anybody nearby who occupies the liquid.
  Power: 6d6 Energy Blast
  Specific Modifiers: Explosion (+½), Personal Immunity (+¼); Only works in 
  water (-1-½), No Range (-½), No Knockback (-¼), Limitation: Reforms the 
  body into part human, part animal form (-½), Extra Time (1 phase) (-½).
  Active Cost = 52 points. END Cost: 5; Magic Roll: -5; Casting Time: 1 phase.
  
  ELEMENTAL TRANSFORMATION
  This very powerful spell will transform the caster into a weak elemental of the 
  type specified when the spell was learnt. Although the caster will gain certain 
  powers appropriate to the form of the desired Elemental, he will not have all the 
  powers of the full-fledged elementals (unless he is very powerful!) The elemental 
  will faintly resemble the caster, although a PER roll is needed to recognize the 
  caster as the elemental he has become. Since this spell depends to some extent 
  on the caster's innate power, the strength of the spell depends on the caster's 
  overall points (see below)
  Power: Multiform
  Element
  al's 
  points
  Active 
  Cost
  END 
  Cost
  Mag
  ic 
  Roll
  Caster'
  s 
  minimu
  m 
  points
  100
  20
  (2)
  -2
  120
  125
  25
  (2)
  -2
  150
  150
  30
  (3)
  -3
  180
  175
  35
  (3)
  -3
  205
  200
  40
  (4)
  -4
  240
  225
  45
  (4)
  -4
  270
  etc...
  Casting Time: ½ phase.
  
  ELF EARS
  With oil rubbed on the ears, the caster enchants himself with excellent hearing. 
  The caster can even attack, based on hearing.
  First Power:  +3 Hearing perception
  Second Power: Targeting Hearing
  Combined Specific Modifiers: OAF; specially prepared oil, expensive and 
  hard to find (-1 ¼), Extra time (½ phase, -¼), Costs END (-½).
  Active Cost = 6 + 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase
  
  ELIAS'S WONDROUS TRANSFORMATION
  Elias's Wondrous Transformation allows the caster to take the form of one kind of 
  animal. The animal form of the caster must be chosen when the spell is first 
  learned. Before this spell is cast, however, the wizard must have a large base of 
  knowledge concerning the creature. He must completely understand the beast's 
  anatomy, habitat, diet and lifestyle. Anyone who casts this spell without the 
  proper preparations risks permanent injury and disfigurement. A caster who has 
  broad knowledge of animals may be able to learn to alter himself into more than 
  one form.
  Power: Multiform (One Kind of Animal, extra forms with adder)
  Specific Modifiers: Caster Must make KS Roll for Animal Form (-¼), Side 
  Effects: 1d6 Body Drain (Recovers per Year. Affects character if the KS roll 
  is failed, -½), Costs END to Shift Forms (-½).
  Active Cost = Most expensive animal’s active points /5, + 5 points per extra 
  form; END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  ELMO'S LIMNING FIRE
  Upon casting this spell, the Wizard's target (or targets) become limned in a 
  greenish flame, which flickers about their forms. While the flames do no actual 
  damage, obviously they make hiding impossible, and also reveal invisible or 
  otherwise hidden objects (while the object remains invisible, the flames outline 
  the contours of the target). Once cast on a target, the spell will remain in effect 
  as long as the wizard maintains it - even if the victim leaves the target hex, he 
  will still be covered in flames. The spell has the potentially useful side effect, 
  that a living target will be blinded by the flames, unless it makes a PER roll.
  Power: Images (sight)
  Specific Modifiers: Uncontrolled (+½); Only to outline targets in flames 
  (-½).
  Active Cost = 15 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  EMPATHIC HEALING
  Through the use of this spell the caster can heal someone else's wounds by taking 
  them on himself. He can then heal his own body.
  Power: 3d6 Healing
  Specific Modifiers: side effect (caster takes same damage, -1)
  Active Cost = 30 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  EMPEROR OF THE BEASTS
  Among all the creatures of the Earth, the Dragons are unchallenged masters. It 
  takes a wizard of great power and skill to gain this spell. The wizard's form 
  becomes very dragon-like, but he does not become a true dragon.
  First Power:  Growth - 9 Levels (16 meters, 50,000 kg, Body & Stun +9, 
  DCV -6. PER +6, Reach +4", STR +45, KB -9)
  Second Power: Wings - Flight 10" (Non-combat 40")
  Third Power: Breath Weapon - 8d6 Energy Blast
  Specific Modifiers: Cone Area Effect (+1).
  Fourth Power: Tail and Wings -Extra Limbs
  Specific Modifiers: Limitation: No fine manipulation (-½)
  Fifth Power: Scaly Hide - 9 PD / 9 ED armour
  Combined Specific Modifiers: Limitation: Reforms the body into a part 
  human, part animal form ( ½), Linked to Breath weapon (for all except 
  Breath weapon, -½).
  Active Cost = 45 + 25 + 80 + 5 + 27 points. END Cost: 14; Magic Roll: -17; 
  Casting Time: ½ Phase
  
  EMPEROR'S WARDROBE
  This common spell allows the Wizard to change his clothes in an instant to any 
  garb. The spell will create any garments, from the most sumptuous to filthy rags, 
  or even armour, but it will not create "real" armour, or clothing of enormous 
  value. The metal of created armour is cunningly wrought pasteboard, the gems 
  glass, etc. However, while it will stand up to detailed scrutiny, over time, it will 
  slide back into its original form.
  Power: 2d6 Cosmetic transform (any clothes) – heals normally.
  Specific Modifiers: Improved target group: any clothes (+¼)
  Active Cost = 12 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  Phase.
  
  ENCODE
  This spell enables the caster to transform any writing into any other writing that 
  the caster knows. The writing is transformed back when a trigger word is spoken. 
  This is an extremely secure way to send and receive secret messages, a valuable 
  skill for negotiators and traders alike.
  Power: 2d6 Cosmetic Transform; writing to other writing (change back 
  with trigger word)
  Specific Modifiers: Extra Time: 5 minutes (-2).
  Active Cost = 10 points; END Cost: 1; Magic Roll: -0; Casting Time: 5 
  minutes
  
  ENDLESS NIGHT
  The target of this spell is enshrouded in an endless, pitch-black void, which no 
  sight can penetrate. Movement is not possible within this void, although the 
  target can believe he is advancing. He can attack and defend normally, although 
  with less effect due to sight restrictions.
  First Power:  3d6 Entangle, blocks sight group.
  Specific Modifiers: Entangle and character both take damage (+½); Set 
  effect, Head only (-1), can use foci (-1), Limitation: entangle takes x2 
  BODY from light or fire-based attacks (-½), Costs END to maintain (-¼).
  Power: Images versus tactile group
  Specific Modifiers: Linked to Entangle (-½), Only to cause perception of 
  movement (-½).
  Active Cost = 60 + 20 points. END Cost: 8; Magic Roll: -8; Casting Time: ½ 
  phase.
  
  ENDLESS VOID
  If the target of this spell fails his EGO roll, he suddenly finds himself floating in 
  darkness above a lifeless grey landscape. From the outside, the target becomes 
  englobed by a mottled grey sphere which then rises 5" above the ground. When 
  the spell is terminated, the target floats gently back to the ground.
  First Power:  Images (Sight and sound), -3 PER rolls
  Specific Modifiers: Only simulate floating in void (-1), Target must fail 
  EGO roll to be affected (-½).
  Second Power: 5" Flight
  Specific Modifiers: Usable against any Target at Range (+1); Linked to 
  Images (-½), Only to float target 5" off the ground (-1), Float to ground 
  upon normal spell termination (-¼).
  Active Cost = 24 + 20 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  ENDURE THE FLAMES
  This spell covers the caster in a polished golden sheen, allowing him to endure 
  intense heat and flame with minimal damage. This reduction works against 
  normal and magical fire, including killing attacks.
  Power: 50% Resistant Damage Reduction
  Specific Modifiers: Only against fire (-½)
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  ENFEEBLE
  When this spell is cast at a target it temporarily ages him. The effect is physical, 
  and the target's body weakens and loses vigour
  First Power:  1d6 BODY Drain
  Second Power: 1d6 STR Drain
  Third Power: 1d6 END Drain
  Specific Modifiers: Return 5 per minute (+¼); Linked (only for STR and 
  END Drain, -½).
  Active Cost = 12 + 12 +12 points; END Cost: 4; Magic Roll: -4; Casting Time: 
  ½ Phase.
  
  ENHANCE FERTILITY
  This spell can be used to make any one animal more fertile. The odds of 
  becoming pregnant are doubled, as are the odds of having twins or larger batches 
  of offspring. If a creature is currently infertile due to age or medical problems, 
  this spell will restore the normal level of fertility. Additional use of this spell on 
  the same creature has no further effect beyond those already listed.
  Power: 3d6 Cosmetic Transform (Repair or Double Fertility)
  Specific Modifiers: Cumulative (+½).
  Active Cost = 22 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  ENHANCE MAGIC
  The caster uses this spell to augment other magic. The spell can augment any 
  magic spell, but only one spell at a time may be enhanced.
  Power: 3d6 Aid
  Specific Modifiers: 0 END (+½), Any Single Magic Spell (+¼ ).
  Active Cost = 52 points. END Cost: 0; Magic Roll: -2; Casting Time: ½ Phase
  
  ENHANCE PEOPLE
  This spell allows the Caster to help people. With this spell a mage can enhance 
  the abilities of others around him, making them stronger, faster or smarter. The 
  effects are only temporary, but much can be accomplished in a short time.
  Power: 3d6 Aid
  Specific Modifiers: 0 END (+½), Any Single Characteristic (+¼ ).
  Active Cost = 52 points. END Cost: 0; Magic Roll: -3; Casting Time: ½ 
  Phase.
  
  ENLARGE ELEMENT
  With this spell, the Wizard is able to increase the size of a single piece of a given 
  element (which must be specified when the spell is chosen) weighing 100 kg or 
  less. The dimensions of the piece increase four fold, and the total mass increases 
  by a factor of sixteen. This is sufficient to completely fill a single hex.
  Power: Growth (6 levels)
  Specific Modifiers: Usable Against Others (+1); Only affects a single 
  element (fire, water, etc., -1)
  Active Cost = 60 points; END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  Phase.
  
   ENHANCED INVISIBILITY
  A more potent version of Invisibility, this spell will hide the Illusionist from view, 
  and will muffle any sounds or odours that he might emit. There is no fringe about 
  the Illusionist to give away his location, and the spell is relatively easy to 
  maintain. However, it requires a full turn to cast this spell.
  Power: Invisibility to Sight, Sound, and Smell Groups
  Specific Modifiers: ½ END (+¼); Extra Time - 1 Turn (-1).
  Active Cost = 50 points. END Cost: 4; Magic Roll: -7; Casting Time: 1 turn.
  
  ENLARGEMENT
  The spell caster can use his magic to temporarily increase the size of someone or 
  something. The target must be touched for the magic to work.
  Power: 3 Levels of Growth
  Specific Modifiers: Usable Against Others (+1), Up to 200 Kg mass for 
  inanimate objects (+¼).
  Active Cost = 34 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  ENTOMB
  The earth suddenly gapes to swallow down the victim of this spell if he is not 
  swift to move.
  Power: 6" tunnelling
  Specific Modifiers: Usable Against Others at Range (+1 ½, negated by 
  making successful dive for cover), 0 END Persistent (+1); Victim Must Have 
  Connection to the Earth (-¼).
  Active Cost = 42 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase.
  
  ENTROPY
  This spell summons chaotic forces to cause random failures of the next four 
  magical powers the target attempts to employ. Each time such a power is used, 
  the activation roll is used to determine if the dispel attempt is made. Regardless 
  of the result, a single charge is used up for each such activation roll.
  Power: 10d6 Dispel
  Specific Modifiers: Any Magical Powers, one at a time (+¼), Continuous 
  (+1), Trigger: by magic use by the target (+¼); Activation Roll (per charge) 
  11- (-1), Costs END to cast (-¼), 4 Charges (-1).
  Active Cost = 75 points. END Cost: (7); Magic Roll: -7; Casting Time: ½ 
  phase.
  
  ERADICATION
  The darkest wizards possess great magic that allow them to exist beyond death 
  and to continue employing their powers. This ritual will completely eradicate 
  such an abomination, extinguishing both the physical body and life spirit of the 
  being. The fiend is caged in a psychic ward, wracked with unearthly energies, 
  then finally and completely annihilated.
  First Power:  6d6 Entangle
  Specific Modifiers: transparent to attacks (+½).
  Second Power: 1d6+1 RKA Energy (Annihilation)
  Specific Modifiers: Continuous (+1), Penetrating (+½); Linked to Entangle 
  (-½).
  Combined Specific Modifiers: Affects Desolidified (+½), ½ END (+¼); Only 
  versus magic-using creatures (-1).
  Active Cost = 135 + 75 points. END Cost: 10 to cast, 3 to continue; Magic 
  Roll: -21; Casting Time: ½ phase
  
  ERCON'S MYSTICAL WARDING SPIKES
  With this spell, the caster can enchant a set of four metal spikes to sound an 
  alarming trumpet note should anyone come within 100 meters (50" r max.) of his 
  camp without announcing the password aloud. The wizard can place the four 
  spikes at the four corners of the camp's perimeter and upon placing the fourth 
  spike utter that day's password. Of course, the spell can only trigger if the mage's 
  normal perceptions would have detected the intruder.
  Power: Images vs. normal hearing
  Specific Modifiers: Trigger: Anyone who approaches within 50" without 
  saying the password (+½); Extra Time: Full Phase (-½)
  Active Cost = 7 points. END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase
  
  ESP
  This spell allows the caster to read the surface thoughts of anybody in the 
  immediate vicinity. The rush of thoughts from multiple minds comes at him 
  indiscriminately, and he must concentrate to pick out the thoughts of a 
  particular individual from among a group. Deeper probing requires more powerful 
  Telepathic ability than this spell allows.
  Power: 4d6 Telepathy
  Specific Modifiers: Explosion (1d6 per 4", +1+¼); No Range (-½), Only to 
  read surface thoughts (-¾), ½ DCV Concentrate to pick out thoughts of 
  individual from a group (-¼).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  ETERNAL EXILE
  This spell is used to punish an individual who has perpetrated a serious crime 
  against a temple or similar. The criminal is banished for all time from a 100km 
  radius centred on the ground where the spell is cast. To exile the target, the 
  caster will need a piece of the body of the criminal, such as a lock of hair, some 
  nail clippings, or even a finger or other appendage. The body part is planted 6' 
  under the holy ground, packed with ash and salt, then buried by rocks. 
  (Destroying the body part is sufficient to cancel the spell.) By tradition, the exile 
  is escorted from the area before the curse is put into effect. Whenever the 
  criminal returns to the area, his flesh acquires a burning glow and the mark of 
  the temple appears upon his forehead. The magical curse will not allow him the 
  mercy of unconsciousness, and he must watch as his flesh burns and falls off. 
  Power: 1d6 RKA
  Specific Modifiers: Area Effect (Area Affect Radius, Megascale 100 km +1 
  ¾), Penetrating (+½), 0 END Persistent (+1), Continuous (+1); No Range 
  (-½), No Knockback (-¼), No STUN (-¾), Independent (-2), Only versus a 
  banished criminal (-¼), OIF Piece of Criminal buried on Holy Ground (-1-
  ½).
  Active Cost = 79 points; END Cost: 0; Magic Roll: -8; Casting Time: ½ 
  phase.
  
  ETERNAL SLEEP
  This spell forces the victim into a magical deep sleep. The caster has to touch 
  the target for the spell to work. The victim can only be awoken by the fulfilment 
  of a special condition - chosen by the caster when learning the spell.
  Power: 3d6 Major Transformation (target into sleeper)
  Specific Modifiers: Cumulative (+½); No Range (-½).
  Active Cost = 67 points. END Cost: 7; Magic Roll: -7; Casting Time: ½ Phase
  
  EVER WATCHFUL
  This spell creates an invisible guardian that will watch over an area to look for a 
  specific event. The type of event must be specified when the spell is cast, but it 
  can be anything stated at the time the spell was cast. (Players should write down 
  the event at the time the spell is cast.). When the event occurs, the caster is 
  aware of it (if in range). The maximum range of the spell is 250m.
  Power: Clairsentience (Sight/Sound)
  Specific Modifiers: Invisible Power Effects (All Senses, +1), Trigger (Any, 
  +½)
  Active Cost = 62 points; END Cost: 6; Magic Roll: -6; Casting Time: 1 turn.
  
  EVIL EYE
  The Evil Eye is a powerful weapon that the caster should use sparingly at most. 
  The mage's face becomes the picture of sorcerous fury, casting down upon his 
  victim a spell of damnable unluck. The victim may remove this curse through a 
  holy blessing, three days of continuous prayer and fasting, an exceptionally good 
  deed, a Dispel Magic, or (of course) by placating the caster.
  Power: 6d6 Minor Transformation (Same character, adds 3d6 Unluck)
  Active Cost = 60 points. END Cost: 5; Magic-Roll: -5; Casting Time: ½ 
  Phase.
  
  EXALTED HEALING
  This is the most powerful healing spell generally available. It can heal even the 
  deepest wounds, repair missing limbs, etc. It does not replace Stun, however.
  Power: 6d6 Healing to BOD can heal limbs
  Specific Modifiers: Extra time (full phase, -½).
  Active Cost = 65 points. END Cost: 6; Skill Roll: -6; Casting Time: 1 Phase
  
  EXPLOSIVE AIR BLAST
  Upon casting this spell, a sphere of highly compressed air flies from the fingertips 
  of the caster to the target hex. The air explodes in a blast of winds that will 
  snuff any unshielded, non-magical light sources, and can knock down anybody 
  standing in the vicinity.
  First Power:  3d6 Energy Blast to PD 
  Specific Modifiers: Double Knockback (+¾); Reduced Penetration (-¼). 
  Second Power: 6d6 Dispel 
  Specific Modifiers: Any open, non-magical flame (+¼); Linked to EB (-½). 
  Combined Specific Modifiers: Explosion (+½), Doesn't work in rain, 
  underwater, or in greater than 10kph winds (-½).
  Active Cost = 34 + 31 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  Phase.
  
  EXTINGUISH FIRE
  With this spell, the caster can extinguish fires within a 2" radius of the target 
  hex. Since extinguishing fires is always harder than starting them, it requires 
  additional endurance.
  Power: 5d6 Dispel
  Specific Modifiers: Dispel vs. Fire, any power, one at a time (+¼), Area 
  Effect (+1); x2 Increased Endurance (-½).
  Active Cost = 34 points. END Cost: 6; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  EXTRACT POISON
  Occasionally a villager will fall victim to a snake bite, or ingest a poisonous herb. 
  In such cases, Magic can be used to draw a natural poison or venom from the 
  body. This spell is usually only effective against poisons that are weak and slow 
  to work, and is ineffective against man-made toxins.
  Power: 10d6 Dispel Poison or Venom
  Specific Modifiers: Any Natural Poison/Venom (+¼); Gradual Effect (1 
  Minute, -½), No Range (-½).
  Active Cost = 37 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  EXTRADIMENSIONAL BUBBLE
  This spell summons a bubble of Elemental material. Any creature(s) caught inside 
  this bubble will suffer the effects of unprotected exposure to the element in 
  question (unless, of course, they possess applicable protection). Anyone caught 
  in the bubble will have difficulty escaping, as the bubble's boundary solidifies. 
  There is a small chance of accidentally catching a creature native to the element 
  in question inside the bubble. It will usually react in a hostile and aggressive 
  manner.
  First Power:  Change Environment
  Specific Modifiers: Any environment of a given element (+1), Caster must 
  know specific plane desired (-¼), Linked to entangle (-¼).
  Second Power: 4d6 Entangle
  Specific Modifiers: Area affect, 1 hex (+½); Linked to Summon (-¼).
  Third Power: Summon (up to 100 point individual)
  Specific Modifiers: Related group (inhabitants of element +¼); activates 
  8- (-2).
  Second Power: 2d6 EB
  Specific Modifiers: Area affect, 1 hex (+½), +1 variable advantage (+2); 
  Linked to Summon (-¼), No knockback (-¼).
  Active Cost = 10 + 25 + 62 + 35 points. END Cost: 13; Magic Roll: -13; 
  Casting Time: ½ phase
  
  EXTRAPLANAR FLIGHT
  This spell enables the caster and those he is touching to travel through the astral 
  plane to other dimensions. The caster must know his destination and point of 
  departure. The spell is extremely dangerous to cast because if the destination is 
  wrong, the caster can be flung randomly through astral space and end up almost 
  anywhere
  Power: Extra-Dimensional Movement to any dimension, 400 kg maximum.
  Specific Modifiers: Side Effects (caster and those with him end up in some 
  other dimension as chosen by the GM, plus the Astral Flight spell is 
  automatically jammed, -1), Jammed 12- (-1 ¼).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  EYE OF THE BEAST
  This spell allows the caster to establish a mental link between himself and an 
  animal familiar. In addition, the caster can hear though the ears and see through 
  the eyes of his familiar. For many mages it is fairly common to have a night-time 
  creature as a familiar (Owl, bat, ferret, black cat, black panther, raven etc.), 
  giving him the additional ability to see in darkness.
  First Power:  Mind Link (one subject, any distance)
  Specific Modifiers: Costs END (-½).
  Second Power: Clairsentience (hearing, sight sense group)
  Specific Modifiers: 25x Normal Range (+½); Only usable through senses of 
  familiar (-1).
  Combined Specific Modifiers: (all powers): 0 END Cost (+½); Extra Time: 1 
  Turn (-1).
  Active Cost = 15 + 60 points; END Cost: 0; Magic Roll: -7; Casting Time: 1 
  Turn
  
  EYEBITE
  When this spell is cast, a flock of birds surrounds the target, pecking at him 
  mercilessly. The birds will try and strike the eyes, but are not particularly picky. 
  This spell is most effective when used against unarmoured opponents.
  First Power:  1d6 Flash vs Normal Vision
  Second Power: 1 pip RKA
  Specific Modifiers: Continuous (+1), Autofire (+½), ½ Endurance (+½), 
  Killing Attack is Linked to Flash (-½).
  Active Cost = 30 + 15 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase
  
  EYES OF THE HAWK
  This spell allows the sense mage to see far-away things as if they were very 
  close.
  Power: Telescopic vision, +6
  Specific Modifiers: Costs END (-½), extra time (½ phase).
  Active Cost = 9 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  F
  
  FAERIE BANQUET
  During the casting of this spell the wizard entertains up to 15 people in a grand, 
  lavish banquet. This feast lasts for at least five hours, during which time lesser 
  magic may also be cast (if such is required to keep the diners from leaving). At 
  the end of the banquet, all those who have partaken of the entire feast 
  (including allowances for privy breaks, etc.) and are within the proper radius at 
  the exact moment of completion wander away from the scene to discover that a 
  far greater amount of time has passed. The exact amount of time passed is 
  entirely up to the wizard. Sometimes a few extra hours is all that is needed, but 
  days, weeks, years and even centuries and millennia maybe traversed through 
  this spell. Naturally, the spell caster himself is also subject to these effects.
  Power: Extra-Dimensional Movement, Through time, Anywhere in the 
  future, +1600 kg mass
  Specific Modifiers: Area Effect: 8" radius (+1), Usable Against Others (+1), 
  Extra Time: 5 Hours to cast (-3), OAF: Banquet, Immobile, Expendable) (-1 
  ½), Others must partake of banquet for the entire 5 hours (-2).
  Active Cost = 210 points. END Cost: 21; Magic Roll: -21; Casting Time: 5 
  Hours.
  
  FAERIE FOOD
  Sometimes hunting for meals several times a day can become quite tedious. To 
  remedy this nuisance, the recipe for Faerie Food was developed. A few bites of 
  these tasty concoctions are enough to sustain a person for one full week. The 
  spell caster must prepare any sort of food, and the enchantment is placed on the 
  ingredients during the casting. One preparation of Faerie Food will serve up to 8 
  people.
  There is another sort of Faerie Food, which has the reverse effect. The unlucky 
  person who eats enough of this cursed food will be seized by a ravenous hunger. 
  He must consume 10 meals every day for an entire week, lest the hunger pains 
  grow intolerable. Under the effects of this spell, it is literally possible to starve 
  to death in a matter of hours! The curse will be lifted if a Dispel Magic is cast 
  upon the victim, if he eats a bite of the benevolent Faerie Food, or after one 
  week has passed.
  Benevolent Faerie Food
  Power: Life Support: Character doesn't need to eat for one week
  Specific Modifiers: Usable By Others (up to 8 people) (+1 ¼), Extra Time: 5 
  Minutes to prepare (-2), must prepare actual food (-½), food must be 
  eaten (-¼ ).
  Active Cost = 2 points. END Cost: 0; Magic Roll: -0; Casting Time: 5 Minutes
  
  Cursed Faerie Food
  Power: 2d6 Major Transform (Same character except add the 
  Disadvantage: Susceptibility (Must eat 10 meals a day or take 3d6 damage 
  per minute); Transform fades after 1 week has passed, if a Dispel Magic of 
  45 pts. or greater is cast upon the victim, or if benevolent faerie food is 
  eaten)
  Specific Modifiers: Cumulative (+½), Extra Time: 5 Minutes to prepare (-2)
  , must prepare actual food (-½), food must be eaten (-¼ ).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: 5 
  Minutes
  
  FAERIE RING
  Faerie Rings look like simple circles of mushrooms, flowers, stones, or other 
  inoffensive objects. However, they can actually serve as gateways to other faerie 
  rings (within a kilometre and a quarter). Often faerie rings are used to whisk 
  away the unwary, by luring them inside with delightful dances, songs, food, etc. 
  (The Glamour spell is very handy for this purpose.) All that is required is to stand 
  within the ring for twelve seconds (1 Turn), and the target finds that he can no 
  longer see beyond its boundaries. For a few moments the person has the illusion 
  that the world has disappeared; a new environment then spreads out around him. 
  Only the spell caster may select which nearby faerie ring to travel to. He may 
  also instruct the ring to take its passengers to a specific faerie ring determined 
  beforehand. Otherwise, the ring sends each passenger to a random faerie ring 
  within its range. (If there are no other faerie rings nearby, the spell has no 
  effect.)
  To create a Faerie Ring, the wizard must spend five hours performing an intense 
  invocation of the forces of nature, during which he cannot be disturbed. He may 
  place his own ring of stones or other markers, he may use existing features such 
  as a small clearing, a pond or puddle, etc., or he may simply cast the spell 
  without an existing ring. In the last case, a circle of mushrooms, flowers, vines, 
  moss, or other appropriate growth will arise at the completion of the invocation. 
  Removing these physical markers will not destroy the faerie ring; they will simply 
  regrow with uncanny speed (in the case of hand-placed markers, they will be 
  replaced by some kind of growth as though the wizard had cast the spell without 
  his own markers). Faerie Rings must be roughly horizontal, and can only be 
  placed in a stationary place (not in a wagon, on a ship, etc.).
  Power: 10" Teleport
  
  Specific Modifiers: Megarange 1 km (+¼), Usable Against Others (+1), Area 
  Effect: radius (+1), Reduced END: 0 END (+½), Persistent (+½), Continuous 
  (+1), Can only transport characters to another faerie ring (-1 ½), Non-
  combat movement only (-¼), Concentration (0 DCV, -1), Character must 
  remain inside ring for 1 Turn to be affected (-1), Always On (-¼), Extra 
  Time: 5 Hours to cast (-3).
  Active Cost = 95 points. END Cost: 0; Magic Roll: -22; Casting Time: 5 
  hours.
  
  FAERIE SIZE
  To use this spell, the wizard begins by slowly intoning an arcane phrase, 
  sluggishly tracing patterns in the air. He then repeats the phrase and the 
  patterns twice as fast, then doubles his speed again and again until twelve 
  seconds have passed. Once the casting is complete, the wizard is surrounded by a 
  sparkling glow and he shrinks to one-sixteenth his normal size. A normal man will 
  end up about five inches high. A small faerie will finish at half an inch high! 
  However, there are drawbacks to being so small: the wizard's strength and 
  toughness decrease as well, and he will be stuck at his smaller size until the hour 
  of midnight strikes (at which point he can choose to restore himself to normal, or 
  continue at this size until the following midnight).
  Power: 40 points Shrinking (5" tall)
  Specific Modifiers: Reduced END: 0 END (+½), Extra Time: 1 Turn to cast 
  (-1), Must remain shrunk until midnight (-½) ¼ x STR, CON, STUN, PD and 
  ED while shrunk (-1).
  Active Cost = 60 points. END Cost: 0; Magic Roll: -6; Casting Time: 1 Turn
  
  FALLING LEAF
  When this spell is cast, the caster becomes like a leaf in the wind. In addition to 
  falling gently, he can direct his movements, although he must always continue 
  moving downward.
  Power: 10" gliding
  Active Cost = 10 points; END Cost: 0; Magic Roll: -1; Casting Time: 0 Phase
  
  FALSE ILLUSION
  In contrast to normal illusion spells, the False Illusion spell is used to make a real 
  object or creature appear to be an improperly crafted illusion. Upon casting this 
  spell, the object will occasionally flicker and distort, as if an image was being 
  projected. The effectiveness of this spell is enhanced if the observes know in 
  advance that they are dealing with an Illusionist.
  Power: Images to Sight, -3 PER
  Specific Modifiers: Only to make an existing object or being flicker slightly 
  (-1).
  Active Cost = 19 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  FALSE LIMB
  When an individual has lost a limb through amputation, the Wizard can use this 
  spell to actuate a temporary replacement. The wizard who constructs the 
  prosthesis must make a skill role against KS: Build Prosthesis to determine if the 
  limb is constructed correctly. When using the limb, reduce the DEX by -1 for each 
  point by which KS: Build Prosthesis was failed. This spell can be used to actuate 
  multiple limbs on the same target.
  Power: Extra Limbs
  Specific Modifiers: 0 END (+½), Usable by one other (+¼); Costs END to 
  start (-¼), Only to replace missing limb(s, -¼), Caster must have KS: Build 
  Prosthesis (-¼).
  Active Cost = 9 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase.
  
  FAMILIAR
  A wizard is often surrounded by one or more small companions who serve him as 
  agents, and sometimes as his source of power. This ritual allows the caster to 
  summon a small creature (worth a maximum of 100 character points) from the 
  local area, then attempt to establish a mental link with the creature. The animal 
  will initially be in favour of establishing this link. Once he has done so, it is up to 
  the wizard to maintain a friendship with the creature. Casting this spell requires 
  a pentacle constructed from natural materials, with an animal lard candle 
  burning in each corner, and various herbs, animal parts, and incense placed in 
  the centre
  First Power:  Summon Familiar
  Specific Modifiers: Any local animal (+¼); amiable (+¼) Creature selected 
  at random from appropriate area (-½).
  Second Power: Mind Link (familiar)
  Specific Modifiers: Linked to Summon (-½).
  Combined Specific Modifiers: OAF - Summoning Materials, immobile (-2), 
  Activate (14-, chance for animal to be in area, -½), Extra Time: 1 hour (-2-
  ½).
  Active Cost = 25 + 5 points. END Cost: 7; Magic Roll: -7; Casting Time: 1 
  hour.
  
  FARHEARING
  This spell allows the caster to listen and hear things from far away. This could be 
  very useful for eavesdropping.
  Power: Clairsentience for hearing sense group, Max distance 200"
  Specific Modifiers: Concentrate: ½ DCV throughout (-½).
  Active Cost = 25 points; END Cost: 3; Magic Roll: -3; Casting Time: l Phase.
  
  FARSEEING
  This spell allows the caster to gaze into a mirror, piece of crystal, or similar 
  substance and see things that are happening far away. The range is limited, but a 
  clever mage could use it to find out where the treasure lies, or how many guards 
  await inside a castle.
  Power: Clairsentience for sight sense group, max. distance 200"
  Specific Modifiers: OAF; Mirror, piece of crystal, or the like (-1), 
  Concentrate: ½ DCV throughout(-½), Extra time (full phase, -½).
  Active Cost = 25 points; END Cost: 3; Magic Roll: -3; Casting Time: 1 phase
  
  FAR SIGHT
  This spell allows the caster to use the surface of calm water to observe events 
  happening far away. By staring into the water the caster can see and hear what 
  is happening. It should be noted that only the caster can see and hear, to 
  everybody else the caster is simply staring at his own reflection in the water.
  Power: Clairsentience (sight and sound) 125" range
  Specific Modifiers: OAF; Water (-1).
  Active Cost = 25 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ phase
  
  FEAR
  This spell causes the subject to experience extreme fear and act accordingly. 
  Usually this involves running away, but other reactions are possible.
  Power: 10 d6 Mind Control
  Specific Modifiers: Telepathic (+¼), Only to cause a fear reaction (-½).
  Active Cost = 62 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  Phase.
  
  FEATHER FOOT
  When this spell is cast, the caster is can walk just above any horizontal surface 
  without touching the surface or leaving any tracks. With this spell the caster 
  could walk on water or even lava or acid without taking damage (although he had 
  better be careful of the superheated air or poisonous fumes he might be 
  breathing).
  Power: 8" Flight
  Specific Modifiers: Can only be used to move just above a substantially 
  horizontal surface (i.e. not up a steep mountain face or a wall, -½), Caster 
  cannot move faster than he can run (-¼)
  Active Cost = 16 points; END Cost: 2; Magic Roll: -2; Casting Time: 0 Phase
  
  FEIGN DEATH
  The mystical self-control of the Caster allows him to slow down his bodily 
  functions to the point where he appears dead. This inactive condition allows him 
  to survive without air for hours at a time. However, the Caster must retain total 
  concentration and pay the END cost for as long as he maintains this power.
  First Power:  Invisibility to Mental Senses and Life Detection, no Fringe
  Specific Modifiers: ½ END (+¼).
  Power: Life Support (No need to sleep or breathe)
  Specific Modifiers: Linked to Invisible (-½).
  Combined Specific Modifiers: 0 DCV concentration throughout (trance-
  like, -1)
  Active Cost = 62 + 15 points. END Cost: 3; Magic Roll: -8; Casting Time: ½ 
  phase.
  
  FIELD OF NORMALITY
  This spell creates a subtle field of illusion/enchantment around up to 8 
  creatures. This field clings to each being touched, whether they remain in a 
  group or not, and radiates an insidious message to all who encounter or view the 
  affected beings. This message reassures onlookers that there is nothing out of 
  the ordinary about these beings. Thus, the most bizarre of beings may enter 
  crowded cities and not be subject to undue attention or attack. A side effect of 
  this is that all reaction modifiers are nullified, negating bonuses for high COM or 
  PRE. When an observer is questioned later about a being under the field's 
  protection, they remember the event precisely, and may become puzzled at 
  their lack of reaction!! The magic of the field tends to prevent this realization 
  from becoming traumatic, however.
  Power: 6d6 Mind Control
  Specific Modifiers: Area effect (radius, + 1), Usable (by up to 8) others (+ 
  1), 0 END (+½); only to make users seem ordinary (-1), User cannot gain 
  COM or PRE bonuses (-¼), costs END to cast (-¼)
  Active Cost = 105 points; END Cost: 10; Magic Roll: -10; Casting Time: ½ 
  Phase
  
  FINGER OF DEATH
  When this powerful spell is cast, the mage points his finger at the target and 
  commands its heart to stop. If he commands sufficient power, his victim will 
  usually collapse, to die soon after. If not, the victim is unaffected.
  Power: 6d6 RKA
  Specific Modifiers: Invisible effects (to sight, +½); All or nothing (-2), Does 
  no knockback (-¼)
  Active Cost = 135 points; END Cost: 13; Magic Roll: -13; Casting Time: ½ 
  Phase
  
  FINNEGAN'S FINDER SPELL
  Named for the spell’s absent-minded inventor, this spell allows the wizard to 
  locate any lost item by tracing its aura. The wizard, or the being on whom the 
  spell is cast, must have contacted the item recently. The further back in time 
  the subject last contacted the lost item, the more difficult it is to locate.
  Power: Detect Lost Item (Sight), 360 Degrees, +4 Telescopic
  Specific Modifiers: Indirect (Any location) (+½), Usable by Other (+¼); 
  Costs END to use (-½), -1 PER for each step down time chart beyond 1 hour 
  the item was last touched (-¼).
  Active Cost = 28 points. END Cost: 8; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  FIREBALL
  This common spell creates an explosion of flame that burns anyone in its radius. 
  The caster points his finger, and with a "whoosh" the fireball flies toward the 
  target and explodes. The fireball frequently sets its target on fire.
  Power: 6d6 Energy Blast (Fire)
  Specific Modifiers: Explosion (+½); Doesn't work in rain or underwater (-¼)
  .
  Active Cost = 45 points END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase.
  
  FIRE BLESSING
  This spell makes the caster nearly immune to any fire attack. The caster has 
  small flames crackling off his body while this spell is in effect.
  Power: 30 ED Force Field
  Specific Modifiers: Only vs Fire and Heat attacks (-1), Extra Time: One 
  Turn (-1).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: 1 turn
  
  FIRE EAGLE
  This spell creates a winged figure of fire that pursues its victim, attempting to 
  burn him. As long as the target continues to run away or dodge, the fiery figure 
  will swoop and threaten, but not actually burn the target. For this reason, it is 
  sometimes used by mages who wish to dispose of a foe without actually harming 
  them (unless they stop, of course). Since the target must do more than a half 
  move to avoid attack, their other options are severely limited.
  Power: 3d6 RKA (energy)
  Specific Modifiers: Trigger (+¼, trigger is target using a half move or less - 
  thus dodges only count if the target moves as well), Power stopped by 
  water or non-flammable material (-¼).
  Active Cost = 56 points; END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  Phase.
  
  FIRE EATER
  Some mages can swallow burning swords or walk across hot coals, apparently 
  without discomfort. This spell will protect the caster from such heat-based 
  damage, allowing him to walk through even large fires with no damage.
  First Power:  10 ED Force Field
  Specific Modifiers: Only versus Fire and Heat (-1).
  Second Power: Life Support: Intense Heat
  Specific Modifiers: Linked to Force Field (-½), Costs END (-½)
  Active Cost = 10 +2 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  FIRE SIGHT
  This spell allows the caster to look into a fire, and see out of a different fire. For 
  example, a wizard could stare into his camp-fire and see out of a baron's 
  fireplace. Similarly, a wizard could stare into his pipe, and see out of a torch on 
  the other side of a door. Anyone else looking into the flames will see nothing out 
  of the ordinary.
  Power: Clairsentience (sight). Max distance 100".
  Specific Modifiers: Fragile OAF - open flame (-1 ¼), Doesn't work in rain or 
  underwater (-¼), Concentration: ½ DCV for duration of spell (-½), Only 
  from fire to fire (-2).
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  FIRE TRAP
  This is a spell of warding, used by magi to protect chambers or compartments 
  from prying eyes. The trap is activated when the door is opened by anyone other 
  than the spell caster. If the spell caster is invisible or in disguise, the trap will go 
  off anyway.
  Power: 4d6 Energy Blast (Fire)
  Specific Modifiers: Explosion (+½), Trigger - opened by non-caster (+¼); 
  x2 END (-½), Only on an inanimate, stationary surface (-¼), Doesn't work in 
  rain or underwater (-¼).
  Active Cost = 35 points; END Cost: 8; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  FIRE WARDING
  This spell creates an animated wall of flame (or vaguely man shaped figure) that 
  serves to keep the target immobilised. It will dart about the target, frustrating 
  any effect to move away, unless the victim is willing to plunge into the flame.
  Power: 3d6 RKA (energy)
  Specific Modifiers: Trigger (+¼, trigger is target attempting to move).
  Active Cost = 56 points; END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  Phase.
  
  FISHER
  This amusing spell calls into being a long, faintly glowing line of force. Typically, 
  the line is cast into an area (a building, a pool of water and so on) where one 
  suspects interesting and/or valuable objects might be found. The caster then 
  patiently waits for a "bite". Every phase spent fishing gives the caster a chance 
  for a 'bite'; roll the luck roll for each bite. Dependant on the number of "6's", the 
  "bite" is something along the lines of what the caster was seeking, based on what 
  the GM decides is actually around. Note that the caster does not have to be 
  particularly near or in line to the object (thus the indirect advantage), but that 
  the line must be able to go in an uninterrupted path - through windows, over 
  counters, and the like to bring out an object. Of course the type of objects 
  sought for must actually exist and lie within range of the casting site. An 
  alternate use of the Rod is for actual fishing, with similar chances of catching 
  "something". No bait is needed for this use of the spell.
  First Power:  Telekinesis (30 STR)
  Specific Modifiers: Indirect (any direction, +¾), 5 x Range (+¼); No 
  control over object seized (-½), Affects all parts of Target (-¼), Only to 
  lift and carry objects (-1), Extra time (full phase, -½).
  Second Power: 4 d6 Luck
  Specific Modifiers: linked to Telekinesis (-½), Only for "finding" objects 
  (-2), Costs END to cast (-¼), Extra time (full phase, -½).
  Third Power: Clairsentience
  Specific Modifiers: linked to Telekinesis (-½), Only for allowing the TK to 
  work "out of sight" - no visuals (-2), Costs END to cast (-¼), Extra time (full 
  phase, -½).
  
  Active Cost = 60 + 45 + 20 points; END Cost: 6 + (6); Magic Roll: -12; 
  Casting Time: 1 phase.
  
  FLAMING WEAPON
  This allows the caster to wreathe the business end of a weapon in flames, 
  increasing the damage to any targets struck by the wielder. The weapon must be 
  touched by the caster, but it can be used anywhere in line of sight of the caster. 
  Wooden weapons are quickly burnt by this spell, while most metal weapons 
  become hot to the touch and require gloves to handle.
  Power: 1d6 HKA (Fire)
  Specific Modifiers: Damage shield, on attacks other than grab (+¾), 
  continuous (+1), Usable by Others (+¼); Only on own attacks (-1), HKA – 
  strength does not add (-½), Can burn/melt weapon (-¼), Will not work in 
  rain or underwater (-¼), OAF (weapon, -1)
  Active Cost = 45 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase.
  
  FLIGHT
  This is one of the favourite spells, since it enables the caster to emulate the 
  birds and soar through the clouds.
  Power: 10" flight
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: 0 Phase
  
  FLOATING DISK
  This spell brings into existence a slightly concave, circular disk of force which 
  floats just above the ground. The disk will follow the Wizard about, hovering just 
  above the ground, and can be used to transport 100kg worth of equipment and 
  treasure. If the Wizard moves out of range for any reason, the disk is instantly 
  dispelled.
  Power: 10 STR Telekinesis
  Specific Modifiers: Area Effect (hex, +½), 0 END (+½); Costs END to 
  activate (-¼), Affects all parts of Target (-¼), Only to lift and carry 
  objects (-1), Range Limited to 10" (-¼)
  Active Cost = 30 points; END Cost: 0; Magic Roll: -3; Casting Time: ½ 
  Phase.
  
  FLOOD
  This spell will inundate an area with a powerful flood of water. The blast of 
  water emerges from a single hex and flows outward in the direction(s) of least 
  resistance at the rate of 6" per segment until the flow fades away past 32". 
  Knockback occurs in the direction of the flow. Underwater, this spell creates a 
  strong current flowing out radially from the target hex.
  Power: 8d6 Energy Blast vs PD - wave flowing outward at 6"/segment
  Specific Modifiers: Explosion (-1 DC per 4", +1+¼); Only within range of a 
  large water body (-½), Extra Time (Full Phase, -½).
  Active Cost = 90 points; END Cost: 9; Magic Roll: -9; Casting Time: 1 Phase.
  
  FLYING CASTLE
  This spell allows the caster to enchant a Castle and its surrounding grounds so as 
  to rise up and float permanently in the sky. The base of the Castle will be 
  wrapped in a permanent cloud formation, hiding its existence from viewers 
  underneath. The path of the Castle is controlled from the command throne, 
  which also provides the pilot with a stereo view of the surrounding area. Casting 
  this spell requires a suitable existing Castle. The Castle becomes a Vehicle with 
  28 BODY, 7 DEF, 2,000 hexes (8,000 hex Grounds), -13 DCV, 100 STR, 10 DEX, 1 
  SPD, -18 KB, 5" Flying (Limited Manoeuvre, 0 END Persistent), and no Ground 
  Movement. The command throne must be selected before the spell is cast.
  First Power:  Change Environment (Cloud below Castle, -3 PER)
  Specific Modifiers: Megascale 1 km (+¼), 0 END Persistent (+1), Invisible 
  Powers Effects (All, +1); Only beneath Castle (-¼).
  Second Power: Vehicle (Flying Castle)
  Specific Modifiers: Controlled from Command Throne (-¼), Linked to 
  Change Environment (-½).
  Third Power: Clairsentience (Sight, x2 Range), 360 Degree Sensing
  Specific Modifiers: Usable by Other (+¼); must sit on Command Throne 
  (-½).
  Combined Specific Modifiers: Difficult to Dispel (+¼); OAF - Castle (-2), 
  Extra Time: 5 Minutes (-2), Independent (-2).
  Active Cost = 22 + 105 + 75 points. END Cost: 20; Magic Roll: -20; Casting 
  Time: 5 Minutes.
  
  FOG BANK
  The caster causes the moisture to condense out of the air around a target, 
  causing an extremely thick cloud to form which blocks normal sight and vision 
  that relies on heat.
  Power: Darkness vs. normal sight and IR vision, 3" radius
  Specific Modifiers: Won't work in very dry conditions (-¼).
  Active Cost = 35 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  Phase.
  
  FOOL'S GOLD
  This spell is the reason all respectable mercantile establishments keep a "change 
  table" onto which all coins are tossed before the seller will pick them up. This 
  table is enchanted to dispel magic, and will cause coins altered with this spell to 
  revert to their original form
  Power: 2d6 cosmetic transformation - any coins to gold coins
  Specific Modifiers: Cumulative (+½); Targets revert to original form in one 
  hour (-1).
  Active Cost = 15 points, END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  Phase.
  
  FORCE GLOVE
  Upon casting this powerful spell, a giant glove of force is created that mimics any 
  actions made by the caster's hand. Because the glove is invisible and there is no 
  tactile feedback, it is incapable of fine actions. Fortunately, the force is 
  powerful enough that detail work is often unnecessary. The glove weakens with 
  increasing distance from the caster. Lesser versions of this spell are known to 
  exist at lower increments of STR.
  Power: 40 STR Telekinesis
  Specific Modifiers: Invisible Power Effects (Sight, +½); Reduced by Range 
  (lose 10 STR for each doubling of range past 4", -¼).
  Active Cost = 90 points, END Cost: 9; Magic Roll: -9; Casting Time: ½ 
  Phase.
  
  FORCE HAMMER
  This spell creates a hammer of pure magic energy. The hammer can be hurled at 
  a foe each phase the spell is maintained, and it automatically returns to the 
  caster's hand.
  First Power:  1d6+1 RKA
  Second Power: +2 OCV with War Hammer
  Specific Modifiers: Linked to RKA (-½).
  Combined Specific Modifiers: OAF (Small metal war hammer, expended 
  but easily replaced, -1).
  Active Cost = 20 +10 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  FOREST WALK
  The caster of this spell is able to move through wooded or brush covered areas 
  invisibly and without sound, passing through brambles and thickets with ease, 
  leaving no trail.
  First Power:  Desolidification
  Specific Modifiers: Only to pass through natural plant-created obstacles, 
  and to avoid leaving a trail (-2)
  Second Power: Invisibility to normal sight, sound and smell
  Specific Modifiers: linked to Desolidification (-½)
  Combined Specific Modifiers: Only within confines of wooded areas (-1)
  Active Cost = 40 + 30 points. END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  FOREWARN
  The caster of this spell can receive a premonition when wizardry is about to be 
  unleashed against their person. This sensation also allows the Caster to forecast 
  the nature of the spell with a successful PER roll, and make appropriate 
  preparations. This sense is limited in duration, only allowing a phase in which to 
  forestall the magic.
  Power: Danger sense, out of combat, any danger, Analyse
  Specific Modifiers: Only to sense spells (-¾).
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  FORGET
  The victim of this spell has his memory of recent events wiped completely from 
  his mind, as if he had sleep walked through the experience. He may wonder 
  about what happened, but will have no means to recall the memory short of 
  psychic surgery. The amount of time lost will depend on the success of the 
  Transformation roll. If successful at 5-9 points, the victim will forget the events 
  of the previous Turn. For each additional 5 points a step is taken down the time 
  chart, so that at 35-36 points the victim has completely forgotten the past seven 
  days.
  Power: 6d6 Cosmetic Transformation - Erase short term memory
  Specific Modifiers: Invisible Power Effects (All Senses, +1); Not invisible to 
  Mental Powers (-¼).
  Active Cost = 60 points. END Cost: (6); Magic Roll: -6; Casting Time: ½ 
  phase.
  
  FORGIL'S SPELL OF REDOUBLED EFFORT
  This spell improves the combat abilities of the mage or one of his allies. It 
  channels the force of blows delivered to the enemy back into the strength of he 
  who dealt the blow, making later blows all the more effective. The spell 
  continues in effect (no more Magic Rolls needed) until the person using the spell 
  misses a blow, at which point the magic dies away.
  Power: +10 STR
  Specific Modifiers: 0 END (+½), Continuous (no need to recast the spell, 
  +1) Usable By Others At The Same Time At Range (+1), Only Applies To 
  Attacks With Weapons (-¼), Spell Ends If An Attack Is Missed (-½).
  Active Cost = 35 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ phase
  
  FORLORN ENCYSTMENT
  This dire spell imprisons its victim far under the earth. However he does not die – 
  the enchantment also prolongs his life, dooming him to a long, tortuous 
  imprisonment.
  First Power:  1" tunnelling, fills in, through 7 DEF
  Specific Modifiers: Megamovement 1 Km (+¼), Usable as attack at Range 
  (+1 ½, negated by making successful dive for cover); only downwards (-¼).
  Second Power: Life support, longevity (1600 year lifespan), does not need 
  to eat or breathe.
  Specific Modifiers: Linked to Tunnelling (-½)
  Active Cost = 63 + 18 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  Phase.
  
  FOUL AIR
  This spell temporarily fouls the air in a 2" radius around the target hex.
  Anyone in the target area can hold his breath safely if warned before hand. 
  However, anyone holding his breath who takes damage from an attack must 
  make an EGO roll to avoid taking a breath. Also, anyone with a airtight head 
  covering, no need to breathe, or using the Fresh Air Spell are immune (people 
  with Force Fields are still breathing the foul air).
  Note that the caster is not personally immune.
  Power: 2d6 EB
  Specific Modifiers: No Normal Defence (Defence is air-tight helmet, no 
  need to breathe, Fresh Air Spell, or holding breath in time) (+1), Area 
  Effect (2" Radius) (+1 ½).
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  FREE ACTION
  This power allows the Caster to escape from any form of magical bonds or 
  entanglement created by a Wizard. This power is quite ineffective against 
  mundane bonds, such as a rope, net, or gaol.
  Power: Teleport 10”
  Specific Modifiers: Armour Piercing (+½); Only to escape magical 
  entangles and bonds (-1).
  Power: Contortionist 17-
  Specific Modifiers: Costs ½ END to use (-¼), Only versus magical bonds 
  (-1), Linked to Teleport (-½).
  Active Cost = 30 + 19 points. END Cost: 2+; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  FREE THE BODY
  This spell allows the trapped caster to escape physical imprisonment by spirit 
  passage to a nearby location. Casting this spell is fatiguing and requires total 
  concentration until the mage is free.
  Power: 1" Tunnelling through 20 DEF, closes behind
  Specific Modifiers: Only to escape imprisonment (-1), 0 DCV Concentrate 
  throughout (-1), x5 END (-2).
  Active Cost = 72 points; END Cost: 1 per 1" tunnelled; Magic Roll: -7; 
  Casting Time: ½ phase.
  
  FREEZE LIQUID
  With this spell, the Wizard can freeze a volume of liquid. To determine the 
  volume of liquid that is frozen, use the BODY rolled and refer to the Object Body 
  Table in the HERO System Rulebook (a solid hex of water has 13 BODY). For 
  liquids other than water, the GM may want to increase or decrease the target's 
  total BODY (e.g., oil, wine, molten rock, etc.).
  Power: 3d6 Minor Transform
  Specific Modifiers: Doesn't work if temperature is above 25°C or in low 
  humidity (-¼).
  Active Cost = 30 points; END Cost: 3, Magic Roll: -3; Casting Time: ½ Phase
  
  FREEZING WEAPON
  This allows the caster to turn a weapon abysmally cold, increasing the damage to 
  any targets struck by the wielder. The weapon must be touched by the caster, 
  but it can be used anywhere within sight of the Wizard. Immunity to cold, or 
  warm gloves are required to protect the wielder from the freezing weapon.
  Power: 1d6 HKA (Cold)
  Specific Modifiers: Damage shield, on attacks other than grab (+¾), 
  continuous (+1), Usable by Others (+¼); Only on own attacks (-1), HKA – 
  strength does not add (-½), Will not work in temperatures above 25°C or in 
  low humidity (-¼), Limitation: Cold damage to wielder (2d6 NND - Cold - 
  prevented by insulation, -½), OAF (Weapon, -1).
  Active Cost = 45 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase.
  
  FRESH AIR
  The Caster constructs a piece of magical cloth for use with this spell. The cloth is 
  tied around the caster's face, covering his mouth. The caster can then breathe 
  through the cloth, and it will filter out any bad material such as pollen, gas or 
  even water.
  Power: Life Support
  Specific Modifiers: Breathing is Self Contained, 0 END (+½) OAF Item (-1)
  Active Cost = 15 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  FRESH AIR
  This spell refreshes enough air for the caster to survive indefinitely in enclosed 
  areas. The caster can also hold his breath indefinitely, under water, in a 
  poisonous cloud, or in any other conditions.
  However, the caster can be startled or stunned into losing his breath, causing 
  him to take damage from any adverse conditions until he can recast the spell.
  Power: 5 pts Life Support
  Specific Modifiers: Costs END (-½), Character loses breath if startled or 
  stunned (-¼).
  Active Cost = 5 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  FRIENDLY MEETING
  This spell will help calm an agitated animal, making it more friendly to the 
  wizard. If the wizard can speak the animal's language, he might gain information 
  or a temporary ally.
  Power: 8d6 Mind Control
  Specific Modifiers: Animals Only (-½), only to befriend (-¾).
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4: Casting Time: ½ Phase
  
  FRIENDLY RIDE
  When this spell is cast, the caster establishes a link between himself and a 
  nearby animal. As long as the caster maintains the spell, and the animal does not 
  leave the spell’s range, the caster can communicate with the animal and see the 
  world from its viewpoint. It should be noted that though the caster can 
  communicate with a given animal, he cannot control it in any way.
  First Power:  Mind link with any animal
  Second Power: Clairsentience (Normal sight and hearing)
  Combined Specific Modifiers: Must be cast on an animal and then the 
  viewpoint is controlled by the animal's actions (-½).
  Active Cost = 20 + 20 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase
  
  FRIENDSHIP
  This spell will make the target believe that the caster is a dear friend. Any 
  reasonable request made of the target will be honoured in deference to this 
  friendship. However a request that the target finds particularly distasteful may 
  snap him out of the spell and cause him to realize what has happened. Also, once 
  the spell has ended, the target will fully realize what has happened and may be 
  none too pleased. This spell is further complicated by the fact that it requires 
  eye contact between the caster and the target. Thus it is not very good at long 
  ranges.
  Power: 6d6 Mind Control
  Specific Modifiers: Requires eye contact with target (-½), Only to make 
  target feel friendly (-½), requires eye contact (-½).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  FRUITFUL
  This spell will instantly make any crop ripen to fullness all at once, allowing the 
  caster to sup on strawberries in midwinter if he so desires.
  Power: 2d6 Minor Transform (unripened crop to ripened crop)
  Specific Modifiers: Cumulative (+½); OIF - living plants of the desired type 
  (-½).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  FUR OF THE POLAR BEAR
  The hair on the wizard's skin grows long and dense, providing him some 
  additional protection against damaging blows and keeping him warm even in 
  freezing temperatures.
  First Power:  +3 rPD / +3 rED Damage Resistance.
  Second Power: Survive Intense Cold
  Specific Modifiers: Costs END to use (-½), Linked to DR (-½).
  Combined Specific Modifiers: Limitation: Reforms the body into part 
  human, part animal form ( ½).
  Active Cost = 3 + 3 points END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase. 
  
  FUTURE SELF
  This spell is a very strange temporal conjuration. It causes a future self of the 
  caster to appear at a place to which the caster is travelling and make 
  arrangements for his arrival. The caster must be able to reach the place to which 
  the double is sent within the time allotted, or else the spell will fail. So, if a 
  caster, planning a trip, casts future self and is then detained past his arrival 
  date, the spell will fail (and the side effect will be invoked). The destination 
  could be a city, village, town, or trading post, or even an isolated person's house. 
  Even if the caster has no idea what exact business he has to do or at what inn he 
  will stay, the double will "know" and will have spoken to the right people and 
  made the right arrangements. Therefore, when the caster arrives and enters an 
  inn, the caster's preferred overnight arrangements will have been worked out; 
  people with whom the caster wishes to speak with or trade with will meet him at 
  the time the caster realizes he needs to speak or deal with them. The 
  arrangements cannot be spread over a time period of more than one day. The 
  caster must "set aside" an amount of money in a specially prepared, sealed pouch 
  or box upon the spell’s casting, and it is in a state of flux until the events play 
  themselves out, at which point the proper change will be left in the container at 
  the end of the spell’s duration. Purchases or accommodations costing more than 
  the reserved funds will simply be reserved by the double, unless the caster will 
  not be able to afford them (ack! strangeness!). The double will only be seen by 
  the people with which transactions or business arrangements are made, since it 
  is weaving back and forth through time, and so does not "exist" in any other 
  localities in the area. After the expiration of the appointed day of arrival, the 
  caster will "disappear" briefly - during which time he is making his previous 
  arrangements. Since time is irrelevant here, this allows him time to travel great 
  distances, find strangers etc. However, if the spell fails, either through delay or 
  miscasting, the caster will find things gone mysteriously awry - his arrangements 
  will not be made, and enemies may be ready to greet him, he may have 
  
  mysteriously incurred the wrath of a powerful figure, aged several years etc. He 
  will only learn how these occurrences were triggered at the end of the appointed 
  day, after his brief "disappearance".
  Power: Extradimensional travel (through time, a variety of set dates)
  Specific Modifiers: Side effect (peculiar happenings, -½), OAF, enchanted 
  cash box (-1), Extra time (5 minutes, -2), Only to make arrangements - 
  caster is instantly returned to site (-1).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: 5 
  minutes.
  
  G
  
  GALE WIND
  This spell summons a gale-force wind more powerful than the Gust spell, and 
  more difficult to control. The wind blows for 6" along a path 2" wide. People are 
  picked up and thrown 4" (unless they successfully resist as under Gust). This does 
  4d6 damage. The spell can also be useful for tossing opponents into lava pits and 
  such. Note that the caster is not personally immune, even if the spell is cast 
  successfully.
  Power: Telekinesis (STR 20)
  Specific Modifiers: Area Effect (6" x 2" Line, +1); Can Only Push in 
  Designated Direction (-½), (+1" Length of Area Outside, -1" Indoors) (-0).
  Active Cost = 60 points. END cost: 6; Magic Roll: -6; Casting Time: ½ Phase
  
  GAS BARRIER
  This spell creates a 2" x 2" sparkling, transparent wall which blocks the passage 
  of all types of gas in both directions. However, denser objects, including fluids 
  and dust, can cross, as can containers and non gaseous beings. This spell is 
  useful, for example, to seal a passage from a harmful gas, or to prevent air from 
  leaking off into a vacuum.
  Power: 4 PD Force Wall
  Specific Modifiers: Transparent to Energy attacks (+½); Transparent to 
  non-Gaseous solid attacks (-¼).
  Active Cost = 15 points; END cost: 1; Magic Roll: -1; Casting Time: ½ Phase.
  
  GAZE REFLECTION
  The Caster projects a silvery surface that will reflect any type of Gaze or Magical 
  Light Attack back upon the attacker. The Caster will need to manoeuvre the 
  mirror in the appropriate direction, however, or he will suffer the full effects of 
  the attack.
  Power: Reflect Missile Attacks back at Attacker, Any Ranged Attack
  Specific Modifiers: ½ END (+¼), Only versus Magical Gaze or Vision Attacks 
  (-1), Costs END to use (-½).
  Power: Images vs. Sight Group
  Specific Modifiers: ½ END (+¼), Only to display a 1" mirror surface (-1), 
  Linked to Missile Reflection (-½), No Range (-½).
  Active Cost = 50 + 12 points. END cost: 3; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  GEYSER
  This spell will create a geyser where the caster wills. Hot, sulphurous water will 
  begin spurting out of the ground forcefully and spraying the surrounding area. 
  The geyser will take a day to subside, and while active, the sprays of hot water 
  will inflict harm on anyone moving within its area of effect. In addition, clouds of 
  steam will obscure the area around the geyser, making movement in its vicinity 
  hazardous.
  First Power:  2d6 RKA (boiling water)
  Specific Modifiers: Area effect (explosive +½), penetrating (+½).
  Second Power: Images (vs normal sight and IR vision)
  Specific Modifiers: Increased area (8" radius, +1), linked to RKA (-½).
  Combined Specific Modifiers: 1 charge lasting 1 day (+0), Costs END to 
  cast (-¼), Only on solid ground (-¼).
  Active Cost = 60 + 30 points; END Cost: (9); Magic Roll: -9; Casting Time: ½ 
  phase.
  
  GHOST BLADE
  Upon casting, this spell creates a shimmering field vaguely resembling a weapon 
  the caster is familiar with. It can be used as a normal weapon, but its special 
  potency is that it will also affect disembodied spirits, astral travellers and the 
  like.
  Power: 2d6 HKA.
  Specific Modifiers: Affects desolid (+½), ½ END (+¼); only up to limit of 
  weapon caster is familiar with (-½).
  Active Cost = 52 points; END cost: 2; Magic Roll: -5; Casting Time: ½ phase.
  
  GLAMOR
  It is common for a spell caster to completely alter the appearance of himself and 
  his surroundings. Glamour is one of the most useful and one of the most powerful 
  spells available for this. The only weakness of Glamour is that illusory substances 
  have no taste, and illusory surfaces have no texture or temperature.
  Power: Images vs. normal sight, hearing & smell, -4 PER
  Specific Modifiers: 8" radius (+¾), Reduced END: ½ END (+l/4).
  Active Cost = 64 points. END cost: 3; Magic Roll: -6; Casting Time: ½ Phase
  
  GLARE
  The caster surrounds himself with a bright glow of light which makes him hard to 
  look at and thus hard to hit.
  Power: +4 DCV
  Specific Modifiers: If used near reflective surfaces causes side effect 
  (same effect) to caster (-¼), 1 Continuing Charge, lasts l Turn (-1 ¼), Costs 
  END (-½).
  Active Cost = 20 points. END cost: 2; Magic Roll: -2; Casting Time: l Phase
  
  GLASS AIR
  In the area where this spell is cast, the air around the Wizard begins to change 
  density and distort visibility, making the area appear glassy.
  The distortion increases the difficulty of making ranged attacks at targets inside 
  or beyond the radius of the Glass Air. When calculating the range to a target for 
  purposes of aiming, the Glass Air effectively doubles the width of each hex to 2". 
  Thus, if the range to a target is 12" and five of the hexes lie within the Glass Air, 
  then the effective range is 22".
  Power: Change environment (8" radius, air appears glassy, +3 DCV)
  Specific Modifiers: 0 END (+½); Only for purpose of modifying range (-1).
  Active Cost = 52 points; END cost: 2; Magic Roll: -5; Casting Time: 1 turn.
  
  GLEAN INTENT
  With this spell, the caster can get a vague notion of the target's thoughts and 
  emotions. He can't delve very deep, but in many circumstances, this usually isn't 
  necessary.
  Power: 6d6 Telepathy
  Specific Modifiers: Invisible Power Effects (+½), Target must engage in 
  conversation (-½), Extra Time: 1 minute (-1 ½), Cannot achieve higher 
  than base EGO effect (-½).
  Active Cost = 45 points; END cost: 4; Magic Roll: -4; Casting Time: 1 minute
  
  GLIDE
  This spell summons an updraught that allows the caster to glide.
  The caster must drop 1" in altitude each Phase to maintain his forward velocity, 
  and from the ground starts with altitude and velocity equal to his upward leap. A 
  common tactic is to use a Gale Wind spell to lend an initial boost.
  Power: 10" Gliding
  Specific Modifiers: Costs END (-½), (+1" Outside, -1" indoors, -0).
  Active Cost = 10 points. END cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  GLOOM
  With this spell, the caster causes the immediate area to become dim and 
  foreboding. A shadow falls across the sun and lanterns grow smoky. The air is 
  chilled, and fog creeps along the ground. In short, this spell creates a perfect 
  environment for undead.
  Power: Change Environment (Gloom), 128" radius
  Specific Modifiers: Limitation: does not work in bright sunlight (-¼), 
  Limitation: does not work on ground sanctified to a "good" religion (-¼), 
  extra time (½ phase, -¼).
  Active Cost = 40 points. END cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  GLOWING TRACKS
  This spell causes the target's tracks to glow, even if they were made a long time 
  previously. This makes it simple for the caster to follow the target.
  Power: Tracking sight (+10 PER)
  Specific Modifiers: Costs END (-½).
  Active Cost = 20 points. END cost: 2; Magic Roll: -2; Casting Time: 1 Phase
  
  GLYPH OF SANCTION
  This spell creates a golden sigil of warning on any surface, such as a door or 
  floor. Anybody touching the sigil without speaking a key phrase will trigger an 
  attack placed by the caster. The attack is a one-sided explosion, and the number 
  of DC drops by one per hex of distance from the sigil. Note that eventually this 
  spell will be discharged when an unfortunate animal touches the sigil, unless 
  they are kept out of the hex by some means. Also, any creature with more than 
  50 points of shrinking (smaller than a mouse) will not trigger the sigil. There are 
  a number of different variants of this spell, using different sigils, each of which 
  must be learned as a new spell.
  Power: 40 point Attack (any)
  Specific Modifiers: Explosion (lose 1d6 per 2", +½), Trigger (Mouse-sized or 
  larger creature touches Sigil hex surface without using key phrase, +¼); No 
  Range (-½), Only on a flat surface (-¼), Only explodes on side facing Sigil 
  (-¼), Extra Time - 1 Turn (-1).
  Active Cost = 70 points; END cost: 7; Magic Roll: -7; Casting Time: 1 turn.
  
  GOSSIPPING WIND
  To cast this rather long spell, the magus must prepare a small figurine, a brazen 
  mask or similar object that can serve as the voice of the gossiping wind. When 
  the spell is cast, he can then interrogate the object as to its observations in any 
  place that the wind blows. Of course the caster must know the specific area he 
  wishes the wind to scan. There is the further disadvantage that the wind spirit 
  which is employed for this spell is, like all of its kind, naturally capricious and, if 
  improperly controlled, (failed magic skill roll, if used, or else presence roll) will 
  give false or irrelevant information.
  Power: Clairsentience (sight, smell and hearing) range ~ 600 Km
  Specific Modifiers: OAF - "mouthpiece" (-1), Information is received 
  "second hand" (-¼), Concentration - ½ DCV (-½), Extra time - 5 minutes 
  (-2), Side Effect - untruthful information (-½).
  Active Cost = 85 points; END cost: 8; Magic Roll: -9; Casting Time: 5 
  minutes.
  
  GREAT BANQUET
  When cast upon a simple meal, this spell gives the food and setting the 
  appearance of an expensive banquet for a great lord. The food will taste as if 
  produced by the finest chef, and any drinks will be top quality. However, this 
  spell will not protect anybody enjoying the meal from the effects of spoiled food 
  or poisoned drinks.
  There is reputed to be a variation of this spell that turns a grand dinner setting 
  into a pitiful meal barely fit for prisoners and slaves.
  Power: Images, Sight/Heat/Smell/Taste
  Specific Modifiers: 4" Radius (+½), ½ END (+¼); Only to turn meal setting 
  into an expensive banquet (-1), Extra Time - 1 Turn (-1).
  Active Cost = 43 points; END cost: 2; Magic Roll: -4; Casting Time: ½ phase.
  
  GREAT SIEGE WALL
  This spell can be used to create a strong, 14" long wall made from any nearby 
  material, including wood, metal, stone, glass, bones, bamboo, and so on. The 
  wall can be any shape, including a 3" radius sphere. The wall will eventually be 
  knocked apart with repeated battering by a sufficiently strong force.
  Power: 12 DEF Force Wall
  Specific Modifiers: Hardened (+¼), ½ END (+¼); Ablative (-1), Requires 
  material that can be assembled into a wall (-¼).
  Active Cost = 97 points; END cost: 5; Magic Roll: -10; Casting Time: ½ 
  phase.
  
  GREATER PENTACLE OF BINDING
  This spell allows the caster to create a powerful pentacle to hold a particular 
  type of demon and prevent it from attacking the caster or escaping. Once held 
  like this, the demon will be much more willing to negotiate with the caster. To 
  use this spell the caster must have drawn a pentacle on the floor first. The force 
  wall will be the same shape as the pentacle. Making this pentacle requires the 
  use of special drawing tools (brushes made from human hair with human blood 
  used as the inks, or etched by specially prepared blades etc.), and it requires 
  about an hour.
  Power: 18 PD / 16 ED Force Wall
  Specific Modifiers: O END Cost (+½), Hardened (+¼), Delayed Effect (Only 
  one Pentacle at a time can be prepared) (+¼), Only affects a Particular 
  Demon Type, Chosen at the time of Casting (-2), IAF plus drawings of the 
  floor made from expendable expensive materials (The drawing is immobile 
  and takes an hour to draw but drawing materials can be easily carried) (-1 
  ½), costs END to cast (-¼).
  Active Cost = 170 points; END cost: (17); Magic Roll: -17; Casting Time: ½ 
  phase.
  
  GROUP INVISIBILITY
  This spell allows the caster to make up to 16 people invisible to sight, including 
  the Illusionist. The invisibility remains in effect as long as the targets remain 
  within sight of the Illusionist, if such were possible without the invisibility.
  Power: Invisibility to Sight
  Modifiers: Usable by 16 others at Range (+2), cancelled if target moves out 
  of line of sight (-¼).
  Active Cost = 60 points. END cost: 6; Magic Roll: -6; Casting Time: ½ phase.
  
  GROW VINE
  This utility spell causes a length of sturdy vine to grow from the earth. For each 
  phase the spell is maintained, the vine will grow an additional 10" vertically. The 
  vine is sufficiently strong to be employed for climbing. The focus for this spell is 
  the seed of a vine, which is planted in the earth at the location where the spell 
  is cast.
  Power: Summon Vine
  Specific Modifiers: Incantations (-¼), OIF - Vine seed, fragile (-¾), 
  Limitation: only where plants can grow (-¼).
  Active Cost = 10 points. END cost: 1; Magic Roll: -1; Casting Time: ½ phase.
  
  GROWTH
  With this powerful spell, the caster causes himself to grow to huge proportions. 
  This also has the effect of making the caster stronger and tougher as well. This 
  Growth is tiring to maintain.
  Power: 30 points Growth (x 64 mass, +30 STR, +6 BODY, +6 STUN, -6 KNB, 
  +4 PER Rolls against, -4 DCV, x4 height, 2 hexes reach)
  Specific Modifiers: ½ END (+¼); Extra Time: 1 Turn (-1).
  Active Cost = 38 points; END cost: 1; Magic Roll: -4; Casting Time: ½ phase.
  
  GUARDIAN WIND
  This spell summons a protective wind that can be used to deflect ranged attacks 
  aimed at the caster or at others (with appropriate range mods). It is effective 
  against thrown objects, bows, slings, Magic Bolts, etc., but not guns, lasers, or 
  other post-gunpowder, high-tech weapons.
  Power: Missile Deflect, +5 to roll, Non-Gunpowder Projectiles
  Specific Modifiers: Usable at Range (+1); Costs END (-½).
  Active Cost = 40 points. END cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  GUIDE
  This spell provides the Wizard with an intuitive knowledge of the land within a 
  days travel. He can use this flash of knowledge to find a suitable place to hide, 
  an escape route, locate large buildings or landmarks, or determine the best 
  places to hunt or forage, etc. Quickly sifting through this rush of information is a 
  tremendous mental strain, costing much higher than normal END.
  Power: AK: Local Countryside 11-
  Specific Modifiers: x4 END (-1-½)
  Active Cost = 9 points; END cost: 4; Magic Roll: -1; Casting Time: ½ Phase.
  
  GUIDE WEAPON
  This spell gives the caster an improved chance of landing what could be the 
  crucial hit. It is not realistically possible to cast the spell during combat due to 
  the length of the spell and because of the need for the caster to stand still. The 
  spell is good for the one attack the assassin makes following the casting of the 
  spell. After that the weapon becomes as it was before the spell was cast. The 
  bonus also applies to any bonuses the weapon may naturally have including any 
  magic bonus.
  Power: +4 to OCV (for any weapon)
  Specific Modifiers: Trigger (attack, +¼); Concentrate (0 DCV) (-½), One 
  Shot Only (-¼), IAF weapon (-½).
  Active Cost = 25 points. END cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  GUST
  This spell summons a strong gust of wind blowing for 6" along a 1" path. It will 
  blow everything in its path in the direction of the wind (indicated by the caster) 
  with a 10 STR. It has more effect against objects of wide surface area (such as a 
  door) than small, dense objects (such as a paperweight).
  People caught in the gust will often be knocked over unless they brace 
  themselves or grab hold of something. (The spell and the resisting person roll 1d6 
  per 5 STR and compare BODY. The spell’s roll must exceed the target's resistance 
  to knock him over.)
  Note that the caster is not personally immune.
  Power: Telekinesis (STR 10)
  Specific Modifiers: Area Effect (6" Line, +1), Can Only Push in Designated 
  Direction (-½), (+1" Area Outside, -1" Indoors) (- 0).
  Active Cost = 30 points. END cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  H
  
  HAIL STORM
  Within the 8" radius of this spell, everybody is continually pummelled by giant 
  hail stones while the spell is maintained.
  Power: 2d6 Energy Blast vs. PD (Hail Stones)
  Specific Modifiers: Area Effect (x4 Radius, +1+½), Continuous (+1); No 
  Knockback (-¼), Will not work in temperatures above 25°C or in low 
  humidity (-¼).
  Active Cost = 35 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  Phase.
  
  HAIRWEB
  This spell causes the hair of the caster's head to greatly elongate, shooting out to 
  entangle one or more victims. The spell grants the hair magical strength, making 
  it hard to break. Further, the hair will crawl over the entangled victims, pouring 
  into their nose and mouth, or wrapping tightly around the throat, until they are 
  suffocated.
  First Power:  3d6 Entangle
  Specific Modifiers: Auto fire (+¼), Reduced END (½ END, +½); Cannot 
  form barriers (-¼), Vulnerable to flame (-½), Caster cannot move out of 
  range without cancelling entangle (-¼).
  Second Power: 2d6 EB
  Specific Modifiers: NND (defence is "sealed" protection - force-field or 
  force wall - or no need to breathe, +1); Linked to Entangle (-¼).
  Combined Specific Modifiers: Concentrate, ½ DCV (throughout, -½), Extra 
  Time - full phase (-½), Range limited to 10" (-¼).
  Active Cost = 52 + 40 points; END Cost: 9; Magic Roll: -9; Casting Time: 1 
  phase.
  
  HAIRY HAND
  The hair of the caster becomes animated, allowing him to manipulate objects 
  much like a hand. This spell requires no gestures, so the wizard can perform 
  tasks even if his other limbs are secured. Naturally, the types of actions are 
  limited by the length and strength of the hair strands. This spell requires 
  constant energy from the caster to maintain. 
  Power: Extra Limb - Hair
  Specific Modifiers: Use with -10 STR penalty (-½), Costs END to maintain 
  (-¼), OIF - Hair (-½), Extra Time - Full Phase (-½).
  Active Cost = 5 points. END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase.
  
  HAND SWORD
  This spell transforms the wizard's arm into a short sword, which is fully capable 
  of doing damage and parrying attacks.
  First Power:  1 d6 HKA
  Second Power: 5 PD/ 4 ED Force Field
  Specific Modifiers: Arm Only (-2), Linked to HKA (-½).
  Active Cost = 24 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  HANNIBAL'S SONIC PARALYSIS
  This spell creates a piercing paralysing noise that is heard as a high-pitched 
  whine to all but the victim. The target is wracked with shrieks that disorient and 
  deafen him.
  Power: 2d6 Entangle, impervious to hearing sense group
  Specific Modifiers: Entangle takes no damage from attacks (+½), Based on 
  EGO Combat Value (+1), Based on EGO, not STR (+¼), Must be able to hear 
  to be affected (-¼).
  Active Cost = 82 points. END Cost: 8; Magic Roll: -8; Casting Time: ½ Phase
  
  HARDEN
  When this spell is cast upon a surface of stone, it makes the material as tough as 
  the finest steel. Mud will harden into rock, and sand will solidify into a block. 
  The spell can protect a 1" radius sphere of rock or earth, or any surface totalling 
  6 hex sides.
  Power: 4 PD Force Wall
  Specific Modifiers: Transparent to Energy Attacks (+½), Invisible Power 
  Effects (All, +1); only affects earth or stone (-1).
  Active Cost = 25 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  HARVEST MOON
  This spell causes the moon to appear many times larger than normal, increasing 
  the level of illumination within the 128" radius target area to the equivalent of 
  dusk. This spell is most useful at night in full moonlight. During the daylight 
  hours, the effect is primarily used to impress worshippers and visitors.
  Power: Images
  Specific Modifiers: 128" Radius (+2+¾), ½ END (+¼); Only in clear 
  moonlight (-½), Only to enlarge size of moon (-½)
  Active Cost = 40 points; END Cost: 2; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  HASTE
  This powerful spell allows the Wizard to greatly speed up the target, adding two 
  to his SPD rating. The spell requires a lot of energy from both the Wizard and the 
  target, making it difficult to maintain for a long duration.
  Power: 7d6 Aid to SPD
  Specific Modifiers: (Standard effect +0, adds 2 to SPD), Usable by other 
  (+¼); x3 END (-1).
  Active Cost = 87 points; END Cost: 27; Magic Roll: -9; Casting Time: ½ 
  phase.
  
  HAUNTED WOODS
  This dark spell turns a 10 km diameter area of normal woods into a haunted 
  forest. The trees bend and twist into gnarled, sinister forms, and the area 
  radiates a constant, sickening aura of fear. Only a short time after the spell is 
  cast, many of the forest animals will have fled, save for the most feisty 
  creatures, such as boars and wolves. The focus for this spell is a nut fallen from a 
  tree that was struck by lightning.
  First Power:  4d6 Mind Control
  Specific Modifiers: Only to cause a fear reaction (-½).
  Second Power: 3d6 Cosmetic Transform (Sinister Forest)
  Specific Modifiers: Cumulative (+½), Any Plant or Tree (+¼); Linked to 
  Mind Control (-½).
  Combined Specific Modifiers: Area Effect (1 hex Megascale, +½); 
  Independent (-2), Gestures (-¼), Incantations (-¼), OIF - nut from a Tree 
  struck by lightning (expendable, difficult to replace -1 ¼), Limitation: only 
  on a forest (-½), Extra Time - 1 Hour (-2-½).
  Active Cost = 30 + 26 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 
  hour.
  
  HEARTREND
  This evilly impressive spell is normally used only by those mages who care little 
  about their reputation - or those who require a fresh heart for their experiments 
  - since it turns the caster's hand partially ethereal, enabling him to reach into an 
  opponent's chest and drag forth his living heart.
  Power: 4d6 Body Drain
  Specific Modifiers: Points return delayed 5 days (+1 ½).
  Active Cost = 100 points; END Cost: 10; Magic Roll: -10; Casting Time: ½ 
  Phase
  
  HEAT METAL
  The wizard who created this spell originally thought that if a person couldn't hold 
  a weapon, he couldn't use it either. So the expression "too hot to handle" might 
  just apply.
  This spell will cause any metal object to become red hot and burn anyone who 
  touches it. This spell is particularly useful against opponents in armour, since it 
  takes time to strip it off!
  Power: 1½ d6 HKA
  Specific Modifiers: Continuous (+1), Sticky (+½), only against opponents 
  touching metal object (-1).
  Active Cost = 62 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ Phase
  
  HEAT SENSE
  This spell allows the caster to sense radiated heat, allowing him to distinguish 
  warm and cold objects at night.
  Power: Enhanced Sense (Infra-red Vision).
  Specific Modifiers: Costs END to use (-½), Will only work in near or total 
  darkness (-½).
  Active Cost = 5 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase.
  
  HEAVENLY BRIDGE
  This spell enables the caster to create a glimmering magical bridge that will 
  support those who walk upon it. The bridge can be dispelled or destroyed by 
  damage; it will also disappear if the caster goes unconscious. Just before the 
  bridge disappears (the spell runs out), it will begin to fade and tremble slightly.
  Power: 10 PD/ 10 ED Force Wall (1" x 10")
  Specific Modifiers: 0 END (+½); Horizontal Only (-½).
  Active Cost = 75 points. END Cost: 0; Magic Roll: -7; Casting Time: 1 Phase.
  
  HEIGHTENED AWARENESS
  This spell allows the caster to "see" mental powers anywhere within line of sight 
  and determine which Power is being used.
  Power: Discriminatory Mental Awareness
  Specific Modifiers: Costs END (- ½).
  Active Cost = 8 points; END Cost: 1; Magic Roll: -1; Casting Time: 0 Phase
  
  HIBERNATE
  Some creatures spend the winter in a state of dormancy resembling sleep. At this 
  reduced level of activity, the animals need less food and can survive through the 
  harshest weather by sheltering underground. Upon casting this spell, the body of 
  the wizard grows a dense coat of fur, and his body changes into a bear-like form.
  Power: Life Support, No need to eat, Survive intense cold
  Specific Modifiers: Single Continuing Charge lasting 3 months (Awaken to 
  end, +¾); DCV0 concentrate throughout (-1), Costs END to start (-¼), 
  Reforms the body into part human, part animal form (-½).
  Active Cost = 21 points. END Cost: (2); Magic Roll: -2; Casting Time: ½ 
  phase.
  
  HIBERNATION
  This allows the Wizard to place up to four voluntary targets in a state of 
  suspended animation for a period of up to three months. In this state, the 
  sleeping targets have no need to eat or drink, and they are protected from non-
  magical freezing cold.
  Power: Life Support (No need to eat or drink; Protected from freezing 
  cold)
  Specific Modifiers: 0 END Persistent (+1), Usable by 4 Others including 
  wizard (+1), Single Continuous Charge lasting 1 season (Awaken to Cancel, 
  +¾); Costs END to start (-¼), Will not work in temperatures above 25°C 
  (-¼).
  Active Cost = 30 points; END Cost: (3); Magic Roll: -3; Casting Time: ½ 
  Phase.
  
  HIDDEN GROVE
  Creates an illusion of dense, impassible undergrowth in a forest. Most wild 
  predators will avoid the growth, making it an ideal place for a brief rest.
  Power: Images (Sight group/Smell)
  Specific Modifiers: 3 hex radius (+½), Hole in the middle (2 hex, +¼), ½ 
  END (+¼); Limitation: only illusion of dense undergrowth (-¾), Limitation: 
  only on a grove of trees (-½).
  Active Cost = 50 points. END Cost: 2; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  HIDDEN SUGGESTION
  This spell allows the caster to plant a post-hypnotic suggestion within the mind 
  of his victim. The suggestion can be whatever the caster desires, but the victim 
  won't act on it until a key event occurs in the victim's presence, such as a key 
  word being spoken or at the toll of a bell.
  Power: 10d6 Mind Control
  Specific Modifiers: Trigger (+¼), Only vs. sleeping target (- 1 ½), Extra 
  Time: Full Phase (-½).
  Active Cost = 62 points. END Cost: 6; Magic Roll: -6; Casting Time: Full 
  Phase
  
  HIDE OF THE CHAMELEON
  The skin of the caster becomes grey-hued and rough-mottled, allowing him to 
  change his appearance to blend into the background. This talent is limited, 
  however, as he must remain motionless and not display a silhouette that can be 
  seen against the sky line.
  Power: Invisibility to Sight w/ Fringe
  Specific Modifiers: Only while viewed standing still next to a blocked hex 
  (-1), Limitation: Reforms the body into part human, part animal form (-½).
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  HIDE THOUGHTS
  This spell is primarily intended to counteract the effects of spells which detect 
  truth or similar. No serious Wizard Negotiator is without some method of masking 
  his thoughts.
  Power: 10 points Mental Defence (plus Character's EGO/5)
  Specific Modifiers: Costs END (-½), vs. Mind Control & Telepathy only (-1).
  Active Cost = 10 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  HIDEOUS RENDING
  This spell requires full concentration on the part of the caster for its entire 
  duration. Each phase, a gruesome attack may be carried out. The mage makes 
  grasping and pulling motions with his hands in the direction of a single creature, 
  and rolls to hit. A successful hit will do damage to the creature, as a 'handful' of 
  flesh is teleported away from the unfortunate's body. One rending attack may be 
  made per round while the spell lasts. Armour is no protection against this attack. 
  If a target dies or falls comatose, the mage may move his focus to a new victim, 
  and so on, for as long as the spell continues.
  Power: 2d6 Body Drain
  Specific Modifiers: Points return delayed 5 days (+1 ½), Usable at range 
  (+½); Concentrate, 0 DCV (throughout, -1).
  Active Cost = 60 points; END Cost: 6; Magic Roll: -6; Casting Time: ½ Phase
  
  HOLD PORTAL
  This spell allows the caster to summon a force to hold a door or lid closed until 
  released.
  Power: 30 STR Telekinesis
  Specific Modifiers: Uncontrolled (+½), ½ END (-¼); Only to hold a specific 
  door closed (-1).
  Active Cost = 67 points; END Cost: 3; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  HOMEKEEPER
  Homekeeper is a security spell which protects all the doors and windows of a 
  room, a wagon-home, or even a small cottage. These portals become glazed with 
  a sheet of floating dust which does not allow entry. In addition, Homekeeper 
  stops creatures such as ghosts and spirits from intruding. (Note that Homekeeper 
  must be cast upon at least the equivalent of three walls to constitute a room, 
  and it does not strengthen existing walls.)
  Power: 7 PD/7 ED Force Wall, 11" long
  Specific Modifiers: Affects Desolid (+½); Only to plug up openings such as 
  doors & windows and to keep out Desolid things.
  Active Cost = 67 points. END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  Phase.
  
  HOOVES OF THUNDER
  This spell magically enchants the iron shoes of up to 8 horses, allowing the 
  animals to gallop much faster than would normally be possible and leap across 
  large gaps. However, this enhanced movement exhausts the beasts, costing them 
  10 points of Long Term END loss every 5 minutes the spell is maintained. While 
  the horses are galloping, their shoes flash sparks and make noises like thunder 
  whenever they strike the ground.
  First Power:  +12" Running (+24" non-combat)
  Specific Modifiers: Turn Mode (-¼).
  Second Power: +10" Leaping (+20" non-combat)
  Specific Modifiers: Linked to Running (-½).
  Combined Specific Modifiers: 0 END (+½), Usable by 8 Others at Range 
  (+1+½); Costs END to Start (-¼), Only on iron shod horses (-¾), OIF - Shoes 
  (-½), Shoes shoot sparks and make noise like thunder while running (Sight, 
  Sound and Smell Images, 2" Radius, -½), Long Term END loss every 5 
  minutes maintained (-¾).
  Active Cost = 72 + 30 points; END Cost: (10); Magic Roll: -10; Casting Time: 
  ½ phase.
  
  HORNS OF THE RAM
  The curved horns of the Ram are large and hard, allowing them to deliver a 
  walloping blow. Upon casting this spell, large curved horns grow out from the 
  side of the wizard's head. He can deliver a stunning blow with a head butt 
  attack.
  First Power:  +4d6 HA - Horns
  Specific Modifiers: HA limitation (-½).
  Second Power: +2 OCV w/ Move By
  Specific Modifiers: Costs END (-½), Linked to HA (-½).
  Combined Specific Modifiers: Limitation: Reforms the body into part 
  human, part animal form ( ½).
  Active Cost: 20 + 4 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  HORRIBLE STENCH
  With this spell, the caster can create a powerful odour around the target hex. 
  The odour can be anything emitted by the caster or his possessions, and the 
  scent will be strong enough to overwhelm the sense of smell. The odour remains 
  at the site where it was cast until the Wizard is either asleep or unconscious.
  Anyone warned before hand, can hold their nose and avoid the effects of the gas. 
  However, those who take damage from an attack must make an EGO roll to avoid 
  inhaling. An airtight head cover, a Fresh Air spell, or lack of ability to smell will 
  confer immunity to the effects of the gas.
  First Power:  4d6 Flash Attack (Smell)
  Second Power: 1d6 STUN Drain (Nausea)
  Specific Modifiers: Linked to Flash Attack (-½).
  Combined Specific Modifiers: No Normal Defence (avoid breathing, +1), 0 
  END (+½), Explosion - extended range (+¾); Must be able to create the 
  required odour (-¼).
  Active Cost = 65 + 32 points; END Cost: 0; Magic Roll: -9; Casting Time: ½ 
  Phase.
  
  HORSELESS CARRIAGE
  To use this spell, the Wizard must have a wheeled cart or small wagon available. 
  The spell provides the propulsion for the vehicle, providing the equivalent of a 
  single horse-power. The caster can only propel the cart forward or backward - 
  any steering must be provided by mechanical means. The vehicle can move at 
  the same rate as a horse-drawn carriage. Because of the fatigue caused by 
  maintaining this spell for long periods, the Wizard suffers 9 points of Long Term 
  END loss every 5 hours the spell is maintained.
  Power: 30 STR Telekinesis
  Specific Modifiers: 0 END (+½); Affects all parts of target (-¼), Costs End 
  to Start (-¼), Only to propel a wheeled vehicle (-1), OAF - Vehicle (-1), 
  Long Term END loss every 5 hours maintained (-¼)
  Active Cost = 90 points; END Cost: (9); Magic Roll: -9; Casting Time: ½ 
  phase.
  
  HOUSE SPIRIT
  This spell allows the wizard to call upon the house spirit to protect a dwelling 
  from intruders, which it does with a well aimed barrage of pots, pans and other 
  household items . This incantation is little used by most wizards, except in 
  border or wilderness areas.
  Power: 3d6 Energy Blast versus PD (House Spirit)
  Specific Modifiers: Trigger (uninvited entry, +¼), Indirect (Any location or 
  direction) (+¾); Only in a dwelling (-½) 16 uses (-0), Costs END to cast (-¼)
  , requires objects to throw (-½).
  Active Cost = 30 points. END Cost: (3); Magic Roll:  -3; Casting Time: ½ 
  phase.
  
  HRAG'S GRAND ANNOUNCEMENT
  When a mage needs to make a grand announcement to everybody within a day's 
  ride of his current location, he can call upon this spell. Naturally, local residents 
  usually disapprove of the frequent or inappropriate use of this spell. Scholar Hrag 
  the Pompous created this spell when his discovered his long winded 
  pontifications were being rudely ignored by fellow academicians. He was soon 
  removed from his comfortable post and sent to teach literature in a remote 
  whaling village along the northern coast.
  Power: Images (Sounds)
  Specific Modifiers: 64km Radius (+3+¼); No Range (-½), Only to repeat 
  caster's speech (-½).
  Active Cost = 42 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  HUMBLE
  The caster becomes more and more impressive in the eyes of the target, while 
  the target feels himself terribly humiliated and susceptible to intimidation. This 
  spell can force political or economic opponents to back down and feel very 
  foolish, but is pretty much useless in combat situations.
  Power: 2d6 Character Points PRE Transfer
  Specific Modifiers: Fully Invisible Power Effects (+1), Target must engage 
  in conversation (-½), Extra Time: 1 minute (-1 ½), Cannot be used for 
  combat PRE attacks (-½).
  Active Cost = 60 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 
  minute.
  
  HUNGER
  The target of this spell begins to suffer from intense hunger pangs, causing him 
  to eat any available foods to the exclusion of all other activities until fully sated.
  Power: 8d6 Mind Control
  Specific Modifiers: Telepathic Contact (+¼); Single Command - Intense 
  Hunger (-½), Mental Power Based on CON (-½), Dispelled when fully sated 
  (-1).
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  HURRICANE
  The dread Hurricane, or Typhoon as it is known in the southern lands, is the most 
  powerful storm known to humankind. This ritual will summon a Hurricane 
  weather system to devastate the local area.  The caster can roll to hit up to 5 
  hexes, using Autofire The 100km diameter storm begins at sea or near a coast, 
  then advances through the hexes successfully targeted by the caster. After four 
  to five days, the Hurricane will begin to dissipate and merge with the local 
  weather patterns.
  First Power:  Change environment - Howling winds and water (-5 PER, 
  Sight and Hearing groups)
  Specific Modifiers: Megascale 100 km (+¾); Linked to EB (-½).
  Second Power: 30 STR TK 
  Specific Modifiers: Area Effect (explosive, Megascale 10 km + 1), 
  Continuous (+1). 
  Combined Specific Modifiers: Single Continuing Charge lasting 4-5 days 
  (+¼), Indirect (+¾), Autofire (+½), Hole in the Middle (5km Eye of Storm, 
  +½); Must begin at sea or along coast (-½), Advances 10km per hour along 
  designated path (-¼), Costs END to cast (-¼), Extra Time: 1 Hour (-2-½).
  Active Cost = 112 + 225 points. END Cost: (34); Magic Roll: - 34; Casting 
  Time: 1 Hour.
  
  HYPNOSIS
  This power is not so much a spell as an unusual skill. The Hypnotist gradually 
  places the subject in a state of hypnotic sleep by rhythmically moving a device 
  and speaking a steady stream of monotonic instructions. Once in this state, the 
  subject is highly susceptible to suggestions from the Hypnotist. Since the subject 
  must concentrate on the Hypnotist for the full minute required to enter the 
  state, it is difficult to hypnotize unwilling subjects with this skill, especially the 
  strong willed. An 11- activation roll is required to achieve the successful hypnotic 
  trance. Once hypnotized, the subject can be given a post-hypnotic suggestion 
  that will return him to a hypnotic state upon seeing or hearing a specific trigger 
  in the future.
  First Power:  2d6 EGO Suppress, Maximum 16
  Specific Modifiers: Attack Versus Limited Defence (Mental Powers, +1+½); 
  Gestures (-¼), Incantation (-¼), ½ DCV Concentrate while Hypnotizing 
  Subject (-¼), OAF Hypnotizing Device (-1), 11- Activation Roll Required 
  (-1), Subject must concentrate (½ DCV) on Hypnotist throughout (-1-½).
  Second Power: 3d6 Mind Control
  Specific Modifiers: Only when EGO is at zero (-1), Linked to Suppress (-½).
  Combined Specific Modifiers: Extra Time: 1 Minute (-1-½), Single 
  Continuing Charge lasting 5 hours (Cancelled when instructed by Hypnotist, 
  -¼).
  Active Cost = 55 + 30 points. END Cost: 0; Magic Roll:  -8; Casting Time: 1 
  Minute. 
  
  HYPNOTIC FLAMES
  This spell creates dancing flames that can entrance a chosen viewer (to anyone 
  other than the target, the flames appear normal). To work, the victim must be 
  able to see the flames. Once hooked, the target will stand motionless until he 
  breaks free from the trance
  Power: 8d6 Mind Control
  Specific Modifiers: Telepathic Command (+¼); Doesn't work in rain or 
  underwater (-¼), Single Command (Stop Moving, -½), Target Must be able 
  to see flames (-½).
  Active Cost = 50 points END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase.
  
  HYPNOTIC GAZE
  Often times, brutishly slaying an enemy is not sufficient when more a delicate 
  approach is required, especially when the enemy is small and fragile. This spell 
  allows the caster to freeze a group of people in their tracks with a hypnotic 
  stare, immobilizing them.
  Power: 3d6 Entangle
  Specific Modifiers: Area Effect: 7" cone (+1), Entangle takes no damage 
  (+½), Works against EGO not STR (+¼); Must keep eye contact on each 
  person or Entangle disappears for that person (-1), No range (-½).
  Active Cost = 82 points. END Cost: 8; Magic Roll: -8; Casting Time: ½ 
  Phase.
  
  I
  
  ICE BOAT
  This spell allows the caster to create a 3" radius ice raft. The boat will 
  immediately begin to melt from contact with the surrounding liquid, lasting at 
  most a number of hours equal to the BODY of the Ice.
  Power:  2d6 Entangle (Ice)
  Specific Modifiers: Area Effect (Radius, +1); Only to create barrier (-1), 
  Only on a water surface (-½), vulnerable to Heat (-½), In temperatures 
  above freezing, the boat loses 1BODY per hour, plus one per +10°C (-¼), 
  Extra Time - 1 Turn (-1).
  Active Cost = 40 points; END Cost: 5; Magic Roll: -5; Casting Time: 1 Turn.
  
  ICE GLITTER
  The Ice Wizard throws a shimmering ball of ice at the target hex which bursts as 
  it arrives, blinding all within a certain area.
  Power:  4d6 Flash against sight
  Specific Modifiers: Explosion (+½); Gestures (-¼), Incantations (-¼), 
  Doesn't work if temperature is above 25°C or in low humidity (-¼).
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  ICE MISTS
  Chilling damp mists begin to swirl at the caster's feet, and then coalesce into a 
  clinging fog that is impossible to see through.
  Power:  2" Radius Darkness (impervious to normal sight)
  Specific Modifiers: Doesn't work if temperature is above 25°C or in low 
  humidity (-¼).
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  ICE SHARDS
  A shower of ice slivers fly from the caster's hands and fly at the target. At short 
  range against unarmoured opponents, this can be deadly, but the slivers lose 
  their potency the farther they travel.
  Power:  2d6 RKA (Ice shards)
  Specific Modifiers: Five Shot Autofire (+½); ½ End Cost (+ ½), Reduced by 
  Range (-¼), Doesn't work if temperature is above 25°C or in low humidity 
  (-¼), Reduced Penetration (-¼).
  Active Cost = 60 points; END Cost: 1(5); Magic Roll: -6: Casting Time: ½ 
  Phase
  
  ICE SIGHT
  By means of this spell, the Ice Wizard is able to see clearly through all forms of 
  snow or ice.
  Power:  N-Ray Vision (Only through frozen water)
  Specific Modifiers: Costs END to Use (-½).
  Active Cost = 10 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  Phase.
  
  IGNITE FLAME
  Useful for impressing ignorant peasants or just starting a fire without tools, this 
  spell allows the wizard to ignite any flammable material, such as a candle, torch, 
  or kindling.
  Power:  1 pip RKA (Fire)
  Specific Modifiers: Only to ignite flammable object (-½).
  Active Cost = 5 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ phase.
  
  ILLUSION
  This spell represents your basic high-powered illusion. It can be anything, and 
  affects everyone within an 8" radius. Why, you might ask, don't all illusionists just 
  take this spell? After all, it can do everything, or at least almost everything, that 
  the rest of the spells of this type can do. The reason is simple. It's hard to cast 
  and uses gargantuan amounts of END. Only true masters can learn and 
  successfully cast this spell.
  Power:  12d6 Mental Illusion
  Specific Modifiers: Area Effect (6" Radius) (+1).
  Active Cost = 120 points. END Cost: 12; Magic Roll: -12; Casting Time: ½ 
  Phase
  
  IMAGES
  With this simple spell, the caster can create an image that is both visible and 
  audible to onlookers.
  Power:  Images (sight and sound), 1" area
  Active Cost = 15 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  IMMUNITY TO DISEASE
  By casting this spell the caster can make himself and up to two other people 
  immune to diseases. Although the caster needs to touch the other recipients, 
  after that, they need not remain in range
  Power:  Immunity to all terrestrial diseases and biowarfare agents
  Specific Modifiers: Usable by up to two others, caster can still use (+¾), 
  Persistent (+½), Extra Time: full Phase (-½), Only natural diseases (-1)
  Active Cost = 22 points. END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase
  
  IMMUNITY TO SPELLS
  This power protects the Caster from the effects of any one known spell. To use 
  this power, he must have previously experienced the spell directly, or observed 
  its manifestation and effects. (Such as by means of the Forewarn spell.) The 
  protection afforded by this power gradually decreases over the course of several 
  hours, until finally it fades away.
  Power:  20d6 Dispel
  Specific Modifiers: Any One Magic Spell (+¼), Trigger (Selected spell cast 
  on Caster) (+¼); Lose 1d6 Dispel per hour (-½), No Range (-½).
  Active Cost = 75 points. END Cost: (7); Magic Roll: -7; Casting Time: ½ 
  phase.
  
  IMPRISON
  The victim of this spell is swallowed whole by the earth and pulled downward, 
  where he is held and kept alive with minimum life support.
  First Power:  6d6 Entangle (Stops Sight and Smell)
  Second Power: Life Support (Does not need to eat or breathe)
  Specific Modifiers: Usable By Others at Range (+¼), 0 END Persistent (+1); 
  Linked to Entangle (-½), Independent (-2), Only used by Entangled victim 
  (-1).
  Combined Specific Modifiers: Victim Must Have Connection to the Earth 
  (-¼), Extra Time (phase, -½).
  Active Cost = 60 + 29 points; END Cost: 9; Magic Roll: -9; Casting Time: Full 
  Phase.
  
  IMPROVED VENTRILOQUISM
  With this spell, the Caster can overcome the limitations of the Ventriloquism 
  skill, and broadcast his voice a greater distance without loss of effectiveness. 
  The caster need merely mouth the words he is projecting, and they will be 
  spoken at the target location.
  Power:  -5 PER Sound Images
  Specific Modifiers: Invisible Power Effects (All Senses, +1); Only vocal 
  sounds that can be generated by caster (-½), Incantations throughout 
  (Caster must mouth the words to be spoken, -½).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  IMPULSE
  This simple cantrip allows the caster to animate any small, light objects within 
  reach. Any manipulated items must remain within 4" of the caster while the spell 
  is being maintained. 
  First Power:  2" Stretching
  Specific Modifiers: Only with extra limb (-¼).
  Second Power: Extra Limb
  Specific Modifiers: Linked to Stretching Costs END to maintain (-¼), Use at 
  -10 STR (-½).
  Combined Specific Modifiers: Invisible Power Effects (Sight) (+½)
  Active Cost = 15 + 7 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  IMRIC'S PROOF AGAINST SCRYING
  This is an all-important spell for anyone who wishes to be free from magical 
  scrying. When cast, this spell creates a dead zone for all but the most powerful 
  scrying spells. Because it is a very draining spell mentally, a given mage may only 
  cast it once a day and the spell lasts but an hour. However it gives a full hour 
  free of magical eavesdropping. Powerful leaders often keep several experienced 
  mages around to cast continual spells against scrying when important 
  negotiations are going on.
  Power:  Invisibility against clairsentience, no fringe
  Specific Modifiers: Area affect, 4" radius (+1), Continuous (+1), 1 
  continuing charge per day, lasts 1 hour (-½), Concentrate: 0 DCV (-½), 
  Extra Time: 1 turn (-1),
  Active Cost = 90 points; END Cost: 9 ; Magic Roll: -9 ; Casting Time: 1 turn
  
  INCINERATION STRIKE
  The powerful spell creates a column of intensely hot flames in the target hex. 
  These flames are hot enough to incinerate normal flesh, and will cause iron 
  objects to glow red.
  Power:  3d6 RKA (Fire)
  Specific Modifiers: Penetrating (+½), Area Effect (hex, +½); Extra Time: 
  phase (-½), Doesn't work in rain or underwater (-¼).
  Active Cost = 90 points; END Cost: 9; Magic Roll: -9; Casting Time: 1 Phase.
  
  INCOMING!
  This spell animates objects to attack the wizard's foes. Once commanded, an 
  object near the mage will launch itself at a designated target causing 
  considerable damage should the target be hit. The object will take a moment to 
  get its bearings, then look out!
  Power: 6d6 Physical Blast
  Specific Modifiers: OIF - items around target (-½), only up to BOD + DEF of 
  objects (-½).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  INCREASE MASS
  This spell permits the caster to momentarily alter the physical mass of a person 
  or object. No more than 200 Kg can be altered at a time.
  Power:  2 Levels Density Increase
  Specific Modifiers: Usable Against Others (+1), Up to 200 Kg for inanimate 
  objects (+¼).
  Active Cost = 22 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  INCREASED AWARENESS
  Through the use of this spell, the caster increases his general awareness of the 
  world around him. Once cast, the mage will notice more.
  Power:  +3 to Perception rolls
  Specific Modifiers: Costs END (-½).
  Active Cost = 9 points; END Cost: 1; Magic Roll: -1; Casting Time: 0 Phase
  
  INEXPLICABLE MANIFESTATION
  This spell is cast upon an inanimate object so that when a being next touches it, 
  a limited illusory manifestation of the caster's choosing occurs. The manifestation 
  can be of almost any nature the caster desires, but cannot be designed to fool or 
  scare anyone, as it is clearly some sort of phantom sensation. The manifestation 
  can be visual, sonic, or olfactory; it will appear or manifest near or around the 
  creature touching the enspelled object. It could be, for example, the image of a 
  white rose, the scent of the ocean, or the sound of a crying kitten. Their reaction 
  may vary; although they may not associate the image with the thing touched, 
  they are aware that a distinct "something" has happened to deliver this 
  manifestation - usually this seems to be some sort of ghostly phenomenon. The 
  nature of the image also affects their reactions; the image of a pink bunny rabbit 
  is less disturbing than that of a looming skull.
  This spell is often made permanent for various reasons. First, so that every 
  creature touching an object causes the same manifestation. Secondly, it is often 
  incorporated into the enchantments of a magic item (often swords) to give the 
  item personality and flair.
  Power:  6d6 Mental Illusion
  Specific Modifiers: Trigger (when item touched, +¼)
  Specific Modifiers (Permanent version); Continuous (+1), Uncontrollable 
  (negated by target releasing item, +½), 0 END (+½)
  Active Cost = 37 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  Active Cost (Permanent version) = 97 points; END Cost: 10; Magic Roll: -10; 
  Casting Time: ½ Phase.
  
  INFESTATION
  A swarm of vermin crawl through any holes in the armour of the target, 
  producing a number of nasty bites and stings until they are removed. The vermin 
  will continue their attack for as long as the caster pays the END cost. The insects 
  can also be removed manually, but this requires a half phase action per pest.
  Power:  1d6 RKA
  Specific Modifiers: Continuous (+1), Penetrating (+½), ½ END (+½); 
  Remove insects to prevent further damage (2 full Phases) (-1).
  Active Cost = 37 points. END Cost: 2; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  INK OF THE OCTOPUS
  While swimming underwater, the wizard may find it helpful to employ this spell 
  to escape a predator. The casting of the spell turns his skin slimy and slightly 
  opalescent, and he gains two large glands on the side of his neck from which the 
  ink is ejected.
  Power:  Darkness to Sight, 2" Radius
  Specific Modifiers: No Range (-½), Only Underwater (-¼), Not in Strong 
  Current (-¼), Limitation: Reforms the body into part human, part animal 
  form (-½),
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  INSATIABLE THIRST
  The target of this spell suddenly develops an insatiable thirst, and must drink 
  whatever fluids are at hand in preference to any other activity. Obviously, the 
  target will be strongly opposed to drinking any liquids that are obviously harmful. 
  It is possible, but not likely, that the target could drink himself to death given a 
  sufficient quantity of liquid, and failed CON rolls.
  Power:  10d6 Mind Control
  Specific Modifiers: Mental Power based on CON (-½), Only single command 
  - insatiable thirst (-½), Does not work in water (-¼), No effect on water 
  denizens or creatures that do not drink (-¼).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  INSECT PLAGUE
  This powerful spell draws all the flies (or similar small biting insects) around into 
  a huge cloud approximately 1 km in diameter, that then descends upon any 
  unfortunate in its area. The insects will swarm over every available surface, and 
  into every orifice, blinding, deafening and eventually suffocating their victims. 
  This spell is (of course) associated with darkest sorcery, and can be cast but once 
  per day, since there will not be sufficient insects in the area to produce a second 
  cloud.
  First Power:   Images (to normal sight and hearing) with -5 on PER roll
  Specific Modifiers: Megascale, 1 km (+¼)
  Second Power:  3d6 EB
  Specific Modifiers: Area effect, (1 hex Megascale, 1 km, +¾), Penetrating 
  (+½); linked to Images (-¼).
  Combined Specific Modifiers: 1 use/day, lasts 1 hour (-½), ½ DCV 
  Concentrate (-¼), does not affect targets with force field, force wall, that 
  do not breathe, or are within 1" of open flames or heavy smoke (-¾), Extra 
  Time: 1 turn (-½), Costs END to cast (-¼).
  Active Cost = 37 + 33 points. END Cost: (7); Magic Roll: -7; Casting Time: 1 
  turn.
  
  INSTANT REPLAY
  This spell acts like a recorder, allowing the Illusionist to observe a sequence of 
  sights and sounds, then play them back when a particular trigger event occurs. 
  This can be used, for example, to allow the Illusionist to appear to be doing one 
  thing while he is actually doing another, such as shuffling a deck of cards while 
  reordering the deck.
  Power:  Images, Sight/Sound, -5 to PER Rolls
  Specific Modifiers: Trigger (Any, +½); Only to replay a viewed series of 
  events (-½), Extra Time - 1 Turn (-1).
  Active Cost = 37 points; END Cost: (3); Magic Roll: -3; Casting Time: 1 turn.
  
  INTIMIDATE
  The caster appears to his foes to be truly invincible, causing them to reconsider 
  or even completely abandon their attack.
  Power:  4d6 Character Points PRE Aid
  Specific Modifiers: Only for use in Presence Attacks (-1).
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: l/2 
  Phase
  
  INVEST OBJECT
  This is a useful spell learned by many Wizards. The caster creates a physical 
  conduit through which magical energy can flow. The conduit must be valuable to 
  the caster, such as a gem stone, precious metal ornament, animal familiar, or a 
  unique family heirloom. Once invested, anybody who touches the object can 
  draw END to cast spells. However, only the wizard is capable of recharging the 
  object. Once each day that the Wizard maintains physical contact with the 
  charm, he can make an EGO roll to determine if the object was recharged by the 
  amount of REC. Note - only one of these objects can be created by the wizard at 
  one time unless the number of "others" who can use it is increased. If two objects 
  are created, the magical energy will arc from one to the other until one object 
  (randomly) is consumed.
  Power:  End Reserve, 15 END, 5 REC
  Specific Modifiers: Usable by Others (+½); Recover END reserve once per 
  day (-1-¼), Requires physical contact and EGO roll by caster to recover 
  END (-½), OAF - Invested Object, valuable (-1-¼), Extra Time: 1 hour (-2-
  ½).
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: 1 hour.
  
  INVISIBLE TENT
  This spell is most handy for outdoor events where the weather is going bad or 
  where the insects are becoming too much to bear. The spell creates a magical 
  shelter of gold-hued glassy walls.
  Power:  2PD/2ED Force Wall, 10" width.
  Specific Modifiers: 2 Charges for 5 hrs (-0), Concentrate 0 DCV (-½), One 
  Turn Start-up (-½ ), Lim: Only keeps out weather and pests (-½).
  Active Cost = 30 points. END Cost: 0; Magic Roll: -3; Casting Time: 1 turn
  
  INVISIBLE SERVANT
  This spell allows the caster to create an Invisible Servant to do the Wizard's 
  bidding. The servant can only perform one task at a time, and will not engage in 
  combat. (See the stats below. Note that the low strength of the Servant limits 
  the types of tasks that can be performed.)
  Invisible Servant
  An Invisible Servant is not a living being in the normal sense, but is a magical 
  force summoned to the bidding of a Wizard. The Servant will not engage in any 
  form of combat, but will follow any orders given by its master even at the cost of 
  its own existence.
  Powers
  STR
  5
  30
  Takes no STUN. Takes only BODY (Automaton)
  DEX
  10
  40
  Invisible to sight group, 0 END Persistent (+1), Always 
  On (-1/2)
  CON
  0
  20
  END w/ STR
  BODY
  10
  60
  END w/ Running
  INT
  10
  21
  Life Support (Immune to Disease, Immune to Ageing, 
  Doesn't Eat,
  EGO
  0
  Sleep, Breath, or Excrete)
  PRE
  10
  6
  PS: Servant 15-
  COM
  10
  PD
  1
  ED
  1
  SPD
  4
  REC
  0
  END
  0
  
  STUN
  0
  50
  + 
  Disadvantages
  20
  Psych. Limitation: Will Not Fight (Common, Total)
  2
  Creature Bonus
  OCV
  5
  DCV
  5
  Total points: -33 + 105 = 72
  Power:  Summon Invisible Servant 
  Specific Modifiers: (slavishly devoted, +1), Extra Time - 1 Turn (-½), Single 
  Continuous Charge lasting 1 hour (also ends when Servant is at 0 BODY, -½)
  , Must Remain Within Range (5 x points, -½).
  Active Cost = 29 points; END Cost: 3; Magic Roll: -3; Casting Time: 1 Turn.
  
  INVISIBILITY
  A mage who casts this spell becomes virtually undetectable by normal sight. The 
  mage can still be heard, and anyone close enough to the caster will notice a 
  disturbance in the air and will be alert.
  Power:  Invisibility to normal sight
  Specific Modifiers: Extra Time: Full Phase (-½).
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase
  
  INVISIBLITY TO ANIMALS
  This spell allows the wizard to bend the perceptions of animals away from 
  himself. As long as the wizard maintains the spell and remains beyond arm's 
  length, the animals will pay no attention to him.
  Power:  Invisible (Sight, hearing, and smell/taste sense groups)
  Specific Modifiers: Spell turns off if the wizard starts to attack any animal 
  (-¼). Only works on living creatures of 7 INT or less (-1).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5: Casting Time: 0 Phase
  
  IRON SOUL
  The caster receives greatly enhanced defences against attempts to steal or drain 
  his powers, or to dispel his personal spells
  Power:  20 pts Power Defence
  Specific Modifiers: Costs END (-½), Extra time (½ phase, -¼)
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  IRON WARRIOR
  The Caster can reach a heightened state of battle frenzy that allows him to 
  ignore wounds that would stagger a normal being. This power halves the normal 
  STUN damage from any non-mental attack. Once he drops this power, however, 
  the Caster takes any absorbed STUN damage. Hence he will usually attempt to 
  maintain this power until it is safe to rest.
  Power:  50% Physical/Energy Resistant Damage Reduction
  Specific Modifiers: ½ END (+¼); Only versus STUN damage (-1), Takes any 
  absorbed STUN damage once power is dropped (-¾), Costs END (-½).
  Active Cost = 75 points. END Cost: 4; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  IRON WILL
  This spell enables the caster to fortify his mind against mental attacks.
  Power:  10 points Mental Defence (10 + EGO/5)
  Specific Modifiers: ½ END (+¼); Costs END (-½), Extra time (½ phase, -¼)
  Active Points = 12 points; END Cost: 0; Magic Roll: -1; Casting Time: ½ 
  Phase
  
  J
  
  JET OF AIR
  This spell creates a thin, powerful jet of air that is strong enough to cause 
  physical STUN damage and hurl back the target. The jet thins and becomes less 
  effective with increasing range.
  Power: 8d6 Energy Blast (Wind)
  Specific Modifiers: Double Knockback (+¾); Beam Attack (-¼), Does not 
  work in water (-¼), Reduced by Range (-¼).
  Active Cost = 70 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  Phase.
  
  K
  
  KALAN'S CRYPTIC CHORDS
  This spell was created by a Faerie enchanter who was best known for his love of 
  music. When cast, this spell mystically alters the caster's ears and vocal chords to 
  make it easy for the caster to determine the difference between musical notes. 
  With this spell, even the most tone-deaf wizard can seem a musical genius.
  Power: Perfect Pitch, +3 Hearing Perception, +3 with all Musical Skills
  Specific Modifiers: Hearing Perception is only useful to determine minute 
  differences in sounds (-1). 
  Active Cost = 24 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  KHAMSHEEN
  This powerful spell is very similar to the spell Blizzard in all ways except that it 
  can only be cast in desert areas instead of areas of cold (same limitation value) 
  and raises a violent dust storm that blinds and suffocates its victims, rather than 
  freezing them.
  
  KNOW AIR
  When this spell is cast, the Wizard gains information about the composition of air 
  nearby, including the presence of unusual or poisonous gases, the amount of 
  humidity, dust and pollen, and so on. This spell will not allow the caster to 
  detect the use of invisibility, but he can sense gaseous beings.
  Power: Detect Gas (Discriminatory, Range)
  Specific Modifiers: Costs END (-½), ½ DCV Concentrate throughout (-½)
  Active Cost = 13 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  Phase.
  
  KNOW DIRECTION
  This spell is highly useful to the travelling Wizard, allowing him to accurately 
  determine the direction of north.
  Power: Detect North
  Active Cost = 3 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ phase.
  
  KNOW MOON
  This spell allows the caster to know the direction and current phase of the moon. 
  This in turn will allow him to know the approximate period of the month within a 
  day or two. If he can determine the time of the day, then he will also be able to 
  orientate himself. Finally, he can determine the current state of the tides and 
  the effectiveness of lunar magic.
  Power: Detect Moon (Ranged, Discriminatory)
  Specific Modifiers: Costs END to use (-½)
  Active Cost = 13 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  KNOW PLANE 
  Casting this spell within a plane, or upon an extra planar creature or object, will 
  give the Wizard something akin to a "smell" for the place, so that he will know 
  the plane again should he ever visit. The planar knowledge will allow the Wizard 
  to attempt to find the plane again in the future, or at least give him a clue about 
  how to reach it.
  Power: +3 Plane Tracking Scent, Discriminatory
  Specific Modifiers: Transdimensional (All, +1); Only to find plane (-½), 
  Extra Time: 1 turn (-½). 
  Active Cost = 42 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 turn.
  
  KNOW THE SIZE OF THE HIDDEN
  Occasionally when one comes across a partially buried object or a deposit of 
  some substance, it would be beneficial to know the general size and shape of the 
  thing. When a mage casts this spell and touches a continuous substance or 
  artefact, he obtains a clear idea of the thing's size and shape. Continuous mineral 
  deposits, buried buildings, continuous wall systems, and other such objects of 
  uniform make or substance can be subjects for this spell. Their extent is revealed 
  to the mage instantly, but if the PER roll is failed, or if the object is 
  extradimensionally active, then the casting mage is stunned by sensory overload, 
  after which their idea of its extent can be summed up as "Pretty darn big!"
  Power: Detect Size (discriminatory, PER +5)
  Specific Modifiers: Extra Time - full phase (-½), Side effect (6d6 STUN 
  drain, +1), Side effect triggered if PER roll failed or if object contacts 
  other dimensions (-¼). 
  Active Cost = 13 points; END Cost: 1; Magic Roll: -1; Casting Time: 1 phase.
  
  KNOWING
  This spell enables the caster to detect and identify animals in the nearby area. 
  This spell does not allow communication or command of those beasts.
  Power: Detect Animals (+6 to PER, Discriminatory, Range)
  Specific Modifiers: Costs END (-½)
  Active Cost = 25 points; END Cost: 2; Magic Roll: -2 Casting Time: 0 Phase
  
  KORNAR'S GREASE SPOT
  With this spell the caster shoots forth a liquid spray that covers a surface with 
  super-slick grease. Anyone stepping on that area will be have their feet covered 
  by the grease, slowing movement until the grease wears off or until the 
  character removes his shoes.
  Power: 2d6 Running Drain
  Specific Modifiers: Area Effect (variable, 5 hexes, +1), Continuous (+½), 
  Uncontrolled (can be removed like any grease using a cleaning solution, 
  soap and water for example, +½), 0 END (+½), Only affects those touching 
  the surface of the effected hex (-¼), Characters can regain their normal 
  movement (get back the lost running) by removing the article which is 
  covered by the grease (-¼).
  Active Cost = 70 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ Phase
  
  L
  
  LAND HAVEN
  Land Haven is the name given by sailors to the caves and canals which are made 
  possible by this spell. When the wizard completes his casting, he may open 
  before him a wide canal in a land mass, or even a tunnel-like cavern stretching 
  into a cliff face. Naturally, water from the river, lake or sea in which his ship is 
  floating will rush in, probably carrying the vessel with it. He may even close up 
  the cave or canal behind him, so that the craft is floating within. This spell has 
  also proven useful in capturing pirates.
  Power: Tunnelling, 8 DEF, 5" movement, Fill In Behind
  Specific Modifiers: Area Effect: 26" line (+1), Tunnel must be connected to 
  a large body of water (-2).
  Active Cost = 132 points. END Cost: 4; Magic Roll: 13; Casting Time: ½ 
  Phase.
  
  LAVA PIT
  This powerful spell causes the earth to spew forth lava and vapours, forming a 
  growing pit. The Lava pit will grow outward to form a pit, unless there is a 
  downward slope. The lava will take a day to cool and solidify, unless doused by 
  an equal quantity of water. While active, the heat of the Lava Pool will inflict 
  great harm on anyone moving through its centre, and lesser damage on the edges 
  of the pit, plus further damage from the effect of the gases within the pit.
  First Power:  3d6 RKA (heat)
  Specific Modifiers: Area effect (explosive, +½).
  Second Power: 2d6 Energy Blast
  Specific Modifiers: NND (Fumes, negated by not breathing, +1), Area 
  effect (radius x2, +1¼), linked to RKA (-½).
  Combined Specific Modifiers: 1 charge lasting 1 day (+0), Doused by an 
  equal quantity of water (-½), Costs END to cast (-¼), Only on solid ground 
  (-¼).
  Active Cost = 67 + 32 points; END Cost: (10); Magic Roll: -10; Casting Time: 
  ½ phase.
  
  LEGERDEMAIN
  The magician is versed in a wide variety of parlour tricks, ranging from causing a 
  bundle of flowers to appear, to vanishing from the stage in a cloud of smoke. 
  This spell will allow the caster to perform amazing acts of legerdemain, with the 
  particular effects determined by the act.
  Power: Teleportation 10”
  Specific Modifiers: Usable Against Another (+1), Variable Special Effects 
  (Any) (+½); Requires a Sleight of Hand Skill Roll (-½).
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  LEVITATE
  When this spell is cast, the target is surrounded by a glowing field and is able to 
  gently climb and descend, but not move horizontally. The user must concentrate 
  intensely to maintain this power
  Power: 5" flight
  Specific Modifiers: Usable by others (if given to another the caster cannot 
  use it, +¼), maintainable at range (+½), Usable only for moving up or 
  down (-¼), Concentrate: 0 DCV constant concentration (-1).
  Active Cost = 17 points; END Cost: 2; Magic Roll: -2; Casting Time: 0 Phase.
  
  LICH TRANSFORMATION
  Long a closely held secret of a few select Magi, this dark ritual allows the 
  Necromancer to transform himself into the dreaded Lich. The transformation is 
  total, and can only be reversed by raising the Lich from the dead. The focus for 
  this spell is a 100 year-old grave stone which is used to store the 'soul' of the 
  Necromancer, plus various rare essences.
  Power: Lich Multiform
  Specific Modifiers: Limitation: does not work in bright sunlight (-¼), OIF - 
  100 year old grave stone plus mystical essences (expendable, rare and 
  expensive, defined by GM -1), Limitation: Requires resurrection to return 
  to life (-1), Extra Time - 1 day (-3 ½).
  Active Cost = 89 points. END Cost: 9; Magic Roll: -9; Casting Time: 1 day.
  
  LIFE TRANSFER
  The caster steals the target's life force with a touch, causing the target to grow 
  older while the caster grows younger by a like number of years. This spell is the 
  most difficult of necromantic spells to cast, but is sought after by all evil 
  wizards, since it is a reliable way to offset the destructive effects of ageing As 
  long as the caster can find a supply of youthful victims, there is no reason he 
  could not extend his life indefinitely. If a Dispel (of any size) is cast upon the 
  target while on holy ground, he will gain back the lost years, and if the 
  necromancer is treated similarly, all of his stolen youth will vanish.
  First Power:  6d6 minor Transformation (target ages d6 years)
  Second Power: 6d6 minor Transformation (caster becomes 1d6 years 
  younger)
  Specific Modifiers: Linked to first transform (-½)
  Combined Specific Modifiers: Cumulative (+½), Limitation: does not work 
  in bright sunlight (-¼), Limitation: does not work on ground sanctified to a 
  "good" religion (-¼).
  Active Cost = 90 points. END Cost: 9; Magic Roll: -9; Casting Time: 5 
  minutes.
  
  LIFELEECH
  This potent spell allows the caster to draw life force from his enemies and 
  transfer it to himself.
  Power: 2 d6 Body Transfer
  Specific Modifiers: At Range (+½), return rate delayed to 1 day (+1 ¼).
  Active Cost = 82 points; END Cost: 8; Magic Roll: -8; Casting Time: ½ Phase
  
  LIGHT
  This spell allows the caster to create a globe of cool, white light that illuminates 
  the surrounding area as brightly as a lantern. This spell is often made into 
  permanent lights for temples, the houses of the wealthy and important city 
  thoroughfares.
  Power: Change environment (light), 3" radius
  Specific Modifiers: No Range (-½)
  Active Cost = 15 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  LIGHTEN BURDEN
  This spell is a favourite of travelling Wizards forced through choice or 
  circumstances to journey on foot. Upon casting this spell, the pack of the 
  Wizard, along with a total of 50kg in contents, will become virtually weightless.
  Power: 6 STR Telekinesis
  Specific Modifiers: Affects all parts of target (-¼), Only to lighten the 
  backpack and its contents (-1), No Range (-½)
  Active Cost = 15 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  LIGHTEN METAL
  When this spell is cast upon a metal object (armour, sword, or a pouch of coins), 
  that object's weight is lightened by half. Multiple uses of this spell will continue 
  to lighten to object by half up to the limit of the spell.
  Power: 20 STR Telekinesis
  Specific Modifiers: Continuous (+1), Uncontrolled (+½), 0 END (+½); Only 
  to decrease weight by ½ (-1 ½), Only against metal objects (-½).
  Active Cost = 90 points; END Cost: 0; Magic Roll: -6; Casting Time: 1 Phase
  
  LIGHTNING BOLT
  Opposing winds summoned by the caster generate a large static charge that is 
  channelled through the caster at the target - a lightning bolt.
  If the caster fails to hit his target, he'll suffer a large shock, unless he is wearing 
  no metal, in which case the full force of the spell will be turned on whatever 
  piece of metal nearby that the GM feels is appropriate.
  Power: 2 ½ d6 RKA Energy Blast (Lightning)
  Specific Modifiers: Side Effects (6d6 Energy Blast or Random discharge, 
  -½), side effect triggered if targeting roll fails (-½), +1 Body Outside, -1 
  Indoors (-0).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  LIGHTNING FLASH
  This spell is very much like lightning bolt except that the caster does not strike 
  the target with the bolt, he cause the bolt to strike in front of the target. The 
  bright light is generally enough to blind anyone in the near vicinity.
  Power: 2d6 Flash
  Specific Modifiers: Explosion (+½), Extra Time: full Phase (-½), Will not 
  function in Enclosed Environments (-1).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: 1 phase
  
  LIGHTNING ROD
  This spell turns the Wizard into a walking lightning rod. Any lightning or 
  electrical charge that strikes the caster is immediately grounded, as long as he is 
  connected in some manner to the earth.
  Power: 12d6 Dispel
  Specific Modifiers: Dispel vs. Special Effect (Electricity, +¼), ½ END (+¼); 
  No Range (-½), Must be grounded (-¼).
  Active Cost = 54 points; END Cost: 3; Magic Roll: -5; Casting Time: ½ 
  Phase.
  
  LIKE A ROCK
  This spell allows the caster to suffer any environment a stone could. The caster 
  could literally reach into a fire and pick up a burning coal with his bare hand, or 
  sleep on a bed of nails. However he will still take damage from the sudden shock 
  of attacks.
  Also, conditions too severe for even a rock will harm him (lava pits, the surface 
  of a sun, the pressure of a steel press).
  Power: Life Support: Self contained breathing, Intense heat and cold, 
  Vacuum and high pressure, High radiation.
  Specific Modifiers: Costs END (-½).
  Active Cost = 19 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  LION'S ROAR
  The awesome roar of the Lion will intimidate all but the mightiest foes. This spell 
  will cause the face of the wizard to sprout hair and acquire the features of this 
  big cat. He can then deliver a roar that will cause many an opponent to flee in 
  fear.
  Power: +15 PRE
  Specific Modifiers: Only to create fear (-½), Only while roaring (-¼), 
  Limitation: Reforms the body into part human, part animal form (-½)
  Active Cost = 15 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  LITTLE FRIENDS
  This spell summons a group of small animals from the nearby area. While these 
  creatures are not of much use in combat, they can help the caster in many ways. 
  A deer might know the way through a strange forest, thus helping a lost wizard. 
  A group of rabbits might be able to tell a starving mage where a carrot patch 
  could be found. Birds could be called upon to scout a path for bandits. A group of 
  fish might be able to tell the caster where a sunken ship is. And so forth. Of 
  course, the caster will have to figure out a way to communicate and befriend the 
  creatures, or else they will only give him cursory help.
  Power: Summoning (16 50-pt Animals)
  Specific Modifiers: Amicable (+¼) Any small animals (+½), Must inhabit 
  locale (-½), must arrive under own power (-½)
  Active Cost = 52 points; END Cost: 5; Magic Roll: -5; Casting Time: 1 Turn
  
  LIVING WOOD
  The trees themselves become alive and grab or hit the caster's enemies.
  Power: 15 STR Telekinesis.
  Specific Modifiers: Indirect (+¾), Area Effect one hex (+½); Only where 
  plants can grow (-¼).
  Active Cost = 49 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  LOCATE NEMESIS
  Sometimes a single person in the world of men will attract a mage's interest, 
  particularly if that person is an age-old enemy. This spell searches the 
  countryside in an attempt to discover the person's whereabouts.
  Power: 5d6 Mind Scan
  Specific Modifiers: +10, Concentrate (0 DCV) (-½).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase.
  
  LOCATE OBJECT
  With this spell a mage can call upon the knowledge of the dead to locate a lost 
  object. The object can be anything, but the mage must describe it in detail to 
  the spirits before they can locate it. The mage must be in the general vicinity of 
  the lost object, or the spirits will lose their purpose as they wander.
  Power: Detect Object
  Specific Modifiers: Ranged, Discriminatory, +1 PER, Any Single Object 
  (+¼).
  Active Cost = 19 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  LOFTY EYE
  This unusual spell gives the caster an elevated view of his surroundings. The 
  caster must stand still with eyes closed for the duration; he is then able to look 
  down from a point hundreds of feet directly above the spot where he is standing. 
  Needless to say, the spell’s utility is limited by visibility conditions-- it does not 
  grant the ability to see through trees, clouds, smoke, etc. It will not function at 
  all if cast indoors or underground. Trees are not a barrier to the spell’s 
  operation, but it does not lend any special visual acuity, so fine details of things 
  on the ground may not be picked out. The duration is limited by caster 
  concentration.
  Power: AK: Local Countryside 14-
  Specific Modifiers: Varies with area (+2); only information visible from 
  above (-½), Concentration - 0 DCV (-1).
  Active Cost = 15 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  Phase.
  
  LONG SLEEP
  This spell puts the wizard into a trance-like state in which he appears to actually 
  be dead. During this period, his bodily functions are greatly reduced, and he can 
  thus survive long periods unattended. This spell is used to avoid starvation, or 
  tedious periods such as long ship voyages, or even simply for a rest. When the 
  spell is cast, the wizard must specify some event that will arouse him.
  Power: Simulate death
  Specific Modifiers: Cannot voluntarily turn off (-¼).
  Active Cost = 5 points; END Cost: 0; Magic Roll: -1; Casting Time: ½ phase.
  
  LORE OF THE PLANTS
  This power allows the Wizard to determine the properties of a particular plant or 
  tree through physical contact. This information can include whether parts of the 
  plant are edible or poisonous, any health effects, what types of objects the plant 
  is suitable for constructing, and so on. Any skills associated with plant knowledge 
  are complementary to this spell.
  Power: Detect Plant Properties w/ touch, Analyse
  Specific Modifiers: Costs END to use (-½).
  Active Cost = 13 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  LOVE SPELL
  A long and complex ritual is performed over some object - a potion, a piece of 
  fruit, a pair of scissors, a stick pin, or any other small item the witch selects. 
  This item is then given to the "customer' who wishes love. The customer must 
  then approach the object of his desire and carry out an action with the item, also 
  decided by the witch - have the target drink the potion or eat the fruit, cut off a 
  lock of the target's hair with the scissors, prick them with the pin, or whatever. 
  At this point the magic descends upon the target, who falls hopelessly in love 
  with the customer.
  Power: 10d6 Mind Control
  Specific Modifiers: Telepathic Command (+¼), Trigger (variable) (+l/2), 
  ''Customer'' must personally see that Trigger is set off (-½), Single 
  Command ("Love this person", -½), Extra Time: 5 Minutes (-2), IAF 
  (variable, expendable, -¾).
  Active Cost = 87 points. END Cost: 9; Magic Roll: -9; Casting Time: 5 
  Minutes
  
  LUCK CHARM
  In a matter of a few seconds, the caster can fashion a small knot of cording, 
  feathers, beads and a lock of a certain person's hair, casting over it peculiar 
  verses. When that person carries this charm, he will be followed by great luck. 
  However, the caster must ask of him what is his greatest vice, and he must 
  answer truthfully; and should he commit that vice thereafter, the charm will fall 
  apart and its magic will disappear. The caster may only create one of these 
  charms at a time.
  Power: 6d6 Luck
  Specific Modifiers: Usable By Others (+¼), Extra Time: 1 Turn to prepare 
  (-1), User must carry charm (-½), Costs END to create (-¼), Cancelled if 
  user commits a predetermined vice (-½), IIF (Luck charm) (Expendable) 
  (-½)
  Active Cost = 37 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Turn
  
  LUNATIC
  This spell causes the target to go berserk (as per the Character Disadvantage), 
  attacking the nearest target(s). The spell will only function during the week of a 
  full moon.
  Power: 12d6 Mind Control
  Specific Modifiers: Telepathic Communication (+¼); Single Command: 
  Only to go berserk (-½), only functions during period of full moon (-1).
  Active Cost = 75 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  M
  
  MAELSTROM
  This is one of the most powerful spells in the arsenal of Water Wizards. Once 
  cast, a powerful downward current is created in the target hex, causing a huge, 
  rotating vortex of water to form. At the centre of the vortex the strength of the 
  flow is 36, but it decreases outward at the rate of 1 per 1” of radius. Ships 
  caught within the vortex must escape or they will be dragged down to a watery 
  grave. Because the spell is stationary, it is most effective when cast upon a 
  narrow channel or harbour Victims caught in the centre are grabbed and dragged 
  underwater, suffering normal STR damage from the Telekinesis. If the water is 
  shallow enough, victims will also be dashed against the sea bottom. However, 
  the current slows at the same rate as the vortex, so the victims will be unharmed 
  if the depth is greater than 36". Of course, then they have another problem - how 
  to breathe.
  Power: 36 STR Telekinesis
  Specific Modifiers: ½ END (+¼), Explosive (36” Radius, +½); Only in 
  direction of rotation and down at the centre (-½), Extra time - 5 minutes 
  (-2), Can only be used on large bodies of water (-¼). 
  Active Cost = 94 points; END Cost: 4; Magic Roll: -9; Casting Time: 5 
  minutes. 
  
  MAGE'S BANE
  This spell has been developed by certain paranoid spell-casters to defend against 
  magically-protected foes. When the attack strikes a target it is enveloped in pale 
  flames which appear to spring from every source of magic - including spells which 
  are currently operative!  Shutting off or discarding all active magic is the only 
  way to cancel the spell.
  Power:  3d6 EB
  Specific Modifiers:  NND (defence is no active magic, +1), continuous (+1), 
  uncontrollable (+½), Reduced to 0 END (+½). 
  Active Cost = 60 points; END Cost: 6; Magic Roll: -6 ; Casting Time: ½ 
  Phase.
  
  MAGIC DOOR
  When cast upon a wall, this spell creates a plain door that opens to the other 
  side. If the wall is too thick, then the door merely opens onto a surface of blank 
  wall. The spell is difficult to cast, requiring total concentration and extra END.
  Power: Tunnel (1") through 9 DEF, filled in with sealed door
  Specific Modifiers: Area Effect (+½); x2 END (-½), Concentrate: 0 DCV 
  while casting (-½), x2 END (-½).
  Active Cost = 63 points; END Cost: 12; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  MAGIC DOOR
  This spell enables the caster to open a magical portal to a distant area. The 
  focus is a brass door handle and the caster merely places the handle against a 
  real door to activate the spell. Once the spell is activated the door becomes a 
  magic portal, and those that enter will appear at the destination selected by the 
  caster. 
  Power: 10" Teleport, 1 floating fixed location, up to eight People
  Specific Modifiers: Megarange (1 km, +¼); OAF Item (-1), Charges: 1 use 
  (-2), Expendable Focus: Requires a skill roll to construct a new item (-¼), 
  Full Phase to cast (-½).
  Active Cost = 56 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 Phase
  
  MAGIC FREE ZONE 
  This spell will create a permanent dead zone where all but the most powerful 
  forms of Magic will fail to function. Even artefacts, when they work at all, will be 
  considerably weakened within this zone. This spell is especially useful when cast 
  upon a strategic fortification that is difficult to defend against magical attacks, 
  but not against mundane forms of assault.
  Power: 20d6 Suppress Magic
  Specific Modifiers: All Forms of Magic (+2), Area Effect (1 hex, Megascale, 
  1 km, +¾), Difficult to Dispel (+¼), 0 END Persistent (+1); Costs END to 
  cast (-¼), Extra Time: 1 Hour (-2-½). 
  Active Cost = 300 points. END Cost: (30); Magic Roll: -30; Casting Time: 1 
  Hour.
  
  MAGIC HEARTH
  Particularly useful in the winter, this spell causes all stone within its radius to 
  warm as though a fire glowed within. The warmth is not enough to burn, yet 
  even a single stone will be enough to heat the local area.
  Power: Change Environment, Warmth (up to 3 temperature levels), 4" 
  radius
  Specific Modifiers: OIF (any amount of stone) (-½). 
  Active Cost = 24 points. END Cost. 2; Magic Roll: -2; Casting Time: ½ Phase
  
  MAGIC MOUSETRAP
  Mages who leave their homes for long periods often use this spell to protect their 
  possessions. The Caster casts his spell and sets a circumstance for the trap to 
  watch for, such as "anyone who enters but me," or "anyone who opens this chest." 
  Once the event occurs, the trap catches whoever or whatever is near. The spell 
  is difficult to cast and requires a few seconds, but if it saves the Caster's goods, 
  it's probably worth it.
  Power: 4d6 Entangle
  Specific Modifiers: Trigger (+½), Extra Time: 1 Turn (-1), Concentrate to 0 
  DCV (-½). 
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 Turn
  
  MAGIC POOL
  This spell steals magical power in order to fuel the wizard's own sorcerous 
  energies. The pool is not a constant, it does not recharge on its own.
  Power: 50 pt END Reserve
  Specific Modifiers: 15 REC, END only recovers when magic is Absorbed, 
  Aided or Transferred (+2).
  Active Cost = 65 points. END Cost: 0; Magic Roll: 0; Casting Time: N/A
  
  MAGIC TAR
  One of the worst occurrences on a ship is a breach in the hull. Magic tar is 
  designed to plug up the holes in an existing surface such as a ship's hull. When 
  the wizard performs the spell, a cascade of thick, black tar sprays onto the 
  surface, hardening instantly and covering over any holes, including doors, portals 
  or windows, breaks or breaches, etc. Magic tar was created for use on a seagoing 
  vessel, but it is equally effective when applied to paper, fabric such as curtains 
  and tapestries, surfaces with many openings such as nets and shrubbery, and 
  even the surface of the water itself.
  Power: 5 PD/5 ED Force Wall, 7" long, opaque to sight group.
  Specific Modifiers: Must be cast on a surface, can't stand on its own (-1).
  Active Cost = 39 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  MAGICAL AURA
  With this spell, the caster can cause Detect Magic spells to incorrectly detect 
  magic on a mundane object or location. This false aura is triggered when the 
  target is exposed to a Detect Magic spell, and the target of the illusion is the 
  wizard using the Detect spell. The magical aura is considered a cosmetic change 
  to the setting.
  Power: Images to Detect, -5 PER roll
  Specific Modifiers: Trigger (Detect Magic, +¼); Only to give target false 
  positive from Detect Magic (-½).
  Active Cost = 25 points; END Cost: (2); Magic Roll: -2; Casting Time: ½ 
  phase.
  
  MAJOR HEALING
  This spell enables the caster to correct grievous wounds that the target has 
  suffered.
  Power: 4d6 Healing to BOD
  Specific Modifiers: Extra time (full phase, -½). 
  Active Cost = 40 points. END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase
  
  MALEDICTION 
  This spell will cause an individual to suffer an unfortunate accident some time in 
  the near future. A malevolent spirit is called upon to stalk the victim and inflict 
  the accident at an especially bad moment (hence the Penetrating advantage.) 
  The total number of dice rolled indicates on how successful the Caster was at 
  targeting the victim during the spell casting.
  Power: 2d6 Physical EB (Accident)
  Specific Modifiers: Autofire (5 Shots) (+½), Invisible Power Effects (All 
  Senses) (+1), Penetrating (+½), Time Delay (+¼); Only versus a single 
  target (-¼), Delay is random (within 1d3 days) (-¼).
  Active Cost = 32 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  MALEKITH'S METEOR SWARM
  One of the most powerful fire spells commonly known, this spell allows the 
  caster to call down a devastating hail of burning meteors. Because of its large 
  area, this spell has very limited usefulness in combat, but is extremely dangerous 
  in a non-combat setting. Its original casting left an entire town devastated, with 
  each building either destroyed or burning. Obviously, use of this spell is frowned 
  upon by most reputable wizards, except in the best of causes. 
  Power: 3d6 RKA
  Specific Modifiers: Area Effect (1 hex Megascale, 1 km, +¾), indirect 
  (from above +¼); Doesn't work in rain or underwater (-¼), Extra time (5 
  minutes, -2)
  Active Cost = 90 points END Cost: 8; Magic Roll: -8; Casting Time: 5 
  minutes.
  
  MAOKAR'S GREAT LEAP FORWARD
  The caster of this spell gains the ability to leap enormous distances. The spell is 
  based upon an ancient myth about a legendary hero who leaped into the future, 
  dragging his nation behind him.
  To perform this spell the caster squats like a frog and then lets out a loud grunt, 
  followed by the great leap.
  Power: +10" Leaping and x64 non-combat leap
  Specific Modifiers: x5 END cost (-2), Extra Time: Full Phase(-½). 
  Active Cost = 35 points; END Cost: 15; Magic Roll: -3; Casting Time: 1 Phase
  
  MARATHON
  This spell allows the target to run continuously for two days without the need to 
  stop for rest, food, or sleep. However, lengthy runs will cause 7 points of Long 
  Term END loss to the target every five hours. If the spell is still in effect when 
  the runner does stop to rest, the Aid to REC will restore Long Term END loss at 
  the higher rate.
  First Power:  +3d6 Aid to REC
  Specific Modifiers: Return 5 points per day (+1). 
  Second Power: Life Support (Doesn't eat, or sleep)
  Specific Modifiers: Linked to Aid (-½). 
  Combined Specific Modifiers: Usable by Others (+½), Uncontrolled (+½); 
  Extra Time - 1 Turn (-1), Long Term END loss to target every 5 hours 
  maintained (-¼).
  Active Cost = 60 + 6 points; END Cost: (7); Magic Roll: -7; Casting Time: 1 
  Turn.
  
  MARCHING FOREST
  This impressive spell causes all trees and bushes within a 1km diameter of the 
  Wizard's location to uplift their roots and begin marching in the designated 
  direction. The trees march at a leisurely 2" movement pace, and they cannot 
  cross deep water, barren rock, or any other ground where they are unable to 
  grow. The moving forest can be easily avoided by most creatures, unless they are 
  surprised (an unlikely occurence) in which case they can be crushed by massive 
  tree roots.
  It requires a minute to animate the trees, as the roots of each plant must be 
  transformed so it can perambulate in the indicated direction. The largest trees 
  will have a BODY of 11, requiring 22 points of cumulative transformation before 
  they are ready to move. Once the spell expires, the trees and shrubs plant their 
  roots once more and become static.
  First Power:  1d6 Major Transform (Remove 'Unable to Walk' limitation)
  Specific Modifiers: Cumulative (+½); Single Continuing Charge lasting 1 
  Minute (-1), Transform removed after spell is cancelled (-¼). 
  Second Power: +2" Running
  Specific Modifiers: Usable Against Others (+1); Extra Time - 1 Minute (-1-
  ½), Linked to Transform (-½). 
  Combined Specific Modifiers: Area Effect (1 hex, Megascale 1 km, +¾); 
  Only to move in designated direction at a 2" movement rate (-¾), No 
  Range (-½), Only effects trees and bushes (-1), Limitation: only where 
  trees and bushes can grow (-½).
  Active Cost = 34 + 11 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase plus 1 minute.
  
  MARKOTH'S ROTTING CURSE
  This spell is greatly feared, as it causes the target to suffer a slow, painful, 
  lingering death. The caster has but to touch the target and speak the 
  incantation, and the spell is set in motion. Over the next several days the target 
  will become ill and begin to suffer from a gangrenous, leprosy-like disease. 
  Unless a magical cure can be found, the target's body will rot away entirely. As 
  the magic of the spell keeps the target alive to the bitter end, the experience is 
  quite painful and horrifying.
  Note:  The active point totals of this spell do not accurately reflect its power 
  level. This spell is meant to be used as a GM plot device, and GMs should never 
  allow PCs to possess a spell of this active point total without extreme scrutiny
  Power: 12d6 RKA
  Specific Modifiers: Penetrating (+½); Decreased stun multiplier (1d6-5, -1)
  , No Range (-½), Limitation: does not work in bright sunlight (-¼), 
  Limitation: does not work on ground sanctified to a "good" religion (-¼), 
  Gradual Effect: 1 week (-3 ½). 
  Active Cost = 270 points. END Cost: 27; Magic Roll: -27; Casting Time: ½ 
  phase
  
  MARTIAL SKILL
  The casting of this spell gives everyone in an area the blessing of the God of War 
  so that their weapons strike true and their opponents miss the mark.
  Power: 3d6 Aid to Dexterity
  Specific Modifiers: Area Effect (any, +1), x4 Area of Effect (12 hexes) 
  (+½), Return rate once per minute (+¼).
  Active Cost = 82 points. END Cost: 8; Magic Roll: -8; Casting Time: ½ phase
  
  MASK INEBRIATION
  This spell creates a shell of illusion focused upon one drunken (but conscious) 
  creature. Its purpose is to cause all observers to look upon the affected creature 
  as entirely sober. It insidiously affects their perceptions so that they will 
  interpret the person's actions and statements as those of a rational, sober 
  individual. Any slurring of the speech, inconsistencies in statements, wobbling, or 
  weaving will be overlooked or ascribed to some other factor. There is a reversed 
  version of this spell, Unbelievable Sobriety, which will convince observers that a 
  sober creature is hopelessly drunk, and works on their perceptions in similar (but 
  opposite) ways. In all other respects it is as the former spell.
  Power: 4d6 Mental illusions
  Specific Modifiers:  Invisible to normal sight (+¼), Usable against others 
  (+1), Continuous (+1), Uncontrollable (negated by target sobering up, +½), 
  0 END (+½), Area affect - radius (+1); Only on drunken targets (-1 ½), Only 
  to convince viewers of sobriety (-2), Unranged (-½)
  Active Cost = 105 points; END Cost: 10; Magic Roll: -10; Casting Time: ½ 
  phase.
  
  MASS FEAR
  Through the use of this spell, the caster can cause whole armies to run in terror. 
  This could turn the tide of a battle.
  Power: 10d6 Mind Control, 20" long cone
  Specific Modifiers: Area of effect - cone (+1), Double size of cone (+¼). 
  Only to cause a fear reaction (-½)
  Active Cost = 125 points END Cost: 12; Magic Roll: -12; Casting Time: ½ 
  Phase.
  
  MASS INVISIBILITY
  With this spell, the wizard can endow four other willing individuals (in addition 
  to himself) with the power of invisibility.
  Power: Invisibility to normal sight
  Specific Modifiers: Usable by four others (+1), At Range (+½).
  Active Cost = 55 points; END Cost: 5; Magic Roll: -5; Casting Time: 0 Phase
  
  MASS SILENCE
  With this spell, the wizard can endow four other willing individuals (in addition 
  to himself) with the power of silence.
  Power: Invisibility to Hearing
  Specific Modifiers: Usable by four others (+1), At Range (+½). 
  Active Cost = 55 points; END Cost: 5; Magic Roll: -5; Casting Time: 0 Phase
  
  MATERIALIZE 
  The Conjurer can summon a desolidified being wholly into the current realm, 
  making it more vulnerable to normal attacks. The caster must be close to the 
  target for this spell to be fully effective.
  Power: 12d6 Suppress Desolidification
  Specific Modifiers: Affects Desolidified (+½), ½ END (+¼); 
  Active Cost = 105 points. END Cost: 5; Magic Roll: -10; Casting Time: ½ 
  Phase.
  
  MATLOQUE'S CURSE OF SILENCE
  This is a spell that is only taught to sonimancers of the highest achievement. It 
  causes a magically induced deafness to fall upon the target, which can only be 
  cured through magical music. Since the ability to hear is considered paramount 
  by most Sonimancers, this spell is shunned by most.
  Power: 9d6 Minor Transform (Deafness); restored by magical music.
  Specific Modifiers: Extra Time: Full Phase (-½), No Range (-½). 
  Active Cost = 90 points; END Cost: 9; Magic Roll: -9; Casting Time: 1 Phase
  
  MATLOQUE'S IMPEDIMENT OF THE TONGUE
  This spell causes the target to be unintelligible when speaking. The person 
  speaks in a nonsensical, alien tongue, which is extremely difficult to understand.
  Power: Images versus Hearing, -4 to PER Rolls
  Specific Modifiers: Power Based on EGO Combat Value (+1), ½ END Cost 
  (+¼), Only distorts speech of target (-1 ½). 
  Active Cost = 49 points; END Cost: 2; Magic Roll: -5; Casting Time: 1 Phase
  
  MELD 
  This spell allows the Wizard to join together two separate, inanimate objects. 
  The points of contact between the two objects flow together to form a 
  permanent bond. The strength of the connection depends on the types of 
  materials. Identical materials, or substances that have a strong affinity for each 
  other, will form a better bond. Forming a meld requires greater time and 
  endurance than normal.
  Power:  2d6 Minor Transformation (Meld)
  Specific Modifiers:  Change Anything (+1); x2 END (-½), Only to meld two 
  solid, inanimate objects (-1), Extra Time - 1 Turn (-1).
  Active Cost = 40 points; END Cost:  8; Magic Roll: -4; Casting Time: 1 Turn.
  
  MEMORY
  This spell enables the caster to read and memorize almost any amount of text. 
  Both merchants and diplomats are often required to carry sensitive information 
  into hostile environments. This spell insures that this information will not be 
  compromised (barring torture, of course).
  First Power:  Eidetic Memory
  First Power:  Speed Reading
  Specific Modifiers: Linked to Eidetic memory (-½)
  Combined Specific Modifiers: Extra Time: 1 minute (-1 ½), Costs 
  Endurance (-½). 
  Active Cost = 5 + 4 points; END Cost: 1; Magic Roll: -1; Casting Time: 1 
  minute
  
  MEMORY SURGERY 
  Upon completing this spell, the Enchanter touches the head of the subject, and 
  he is able to probe deeply into his memories. He can add, delete, and alter 
  selected memories, as they are discerned through the Telepathic probe. If the 
  target is able to mount any mental defences, however, he can employ them 
  against both the Telepathy and the memory Transformation. 
  First Power:  10d6 Telepathy
  Specific Modifiers: Only to read target's memory (-¾). 
  Second Power: 2d6 Minor Transformation: Modify Memories
  Specific Modifiers: Cumulative (+½); Linked to Telepathy (-½), Stopped by 
  Mental Defence(s, ½). 
  Combined Specific Modifiers: No Range (-½), Must touch head (-¼).
  Active Cost = 50 + 30 points. END Cost: 8; Magic Roll: -8; Casting Time: ½ 
  phase.
  
  MEND
  A wizard can mend damaged or broken articles back to their original form with 
  the use of this spell. The wizard needs all pieces of the article in question to 
  perform the task.
  Power: 2d6 Minor Transformation
  Specific Modifiers: Cumulative (+½); Extra Time: 1 Turn (-1), Only to fix - 
  needs all parts (-½). 
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: 1 Turn
  
  MENTAL CLOAK
  This spell dulls the perception of any observers, masking the caster's presence. 
  The caster remains undetected by spells which would ordinarily reveal his mental 
  energies. 
  Power: Invisibility vs. Normal Vision and Mental Sense Group, No Fringe
  Specific Modifiers: 0 END (+½), Extra time (½ phase, -¼).
  Active Cost = 60 points; END Cost: 0; Magic Roll: -6; Casting Time: ½ Phase
  
  MENTAL PARALYSIS
  This spell stiffens the muscles of the target, rendering him incapable of voluntary 
  movement - even of the eyeballs. However, involuntary functions such as 
  breathing and heartbeat are unaffected.
  Power: 4d6 Entangle
  Specific Modifiers: Takes no damage from physical attacks (+¼), based on 
  ECV (+1), works against EGO not STR (+¼), Invisible (to all but mental 
  sense group, +1)
  Active Cost = 140 points. END Cost: 14; Magic Roll: -14; Casting Time: ½ 
  Phase
  
  METAL SHAFT
  When this spell is cast, a thin shaft of incredibly sharp metal shoots out of the 
  caster's finger tips and strikes the intended victim. The shaft, while small, is still 
  quite deadly and can penetrate almost any form of armour
  Power: 2d6 RKA Physical (Metal Shaft)
  Specific Modifiers: Armour Piercing (+½). 
  Active Cost = 45 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  METAL SKIN
  The caster of this mighty spell can endow his skin with the natural properties of 
  metal (e.g.: STR, PD etc.).
  First Power:  Density increase (10 points)
  Specific Modifiers:  Density increase is visible - subject turns to metal (-½)
  .
  Second Power: Force Field (5 PD/4ED)
  Specific Modifiers:  Force Field linked to Density increase (-½). 
  Active Cost = 10 + 9 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase
  
  MIGHTY LEAP
  After casting this spell, the caster is empowered with the ability to jump a 
  tremendous distance. The spell only allows one leap, however, and must be 
  recast for successive leaps. The caster's legs grow and become much more 
  muscular for the short duration of this spell, and thus no restrictive leg armour 
  may be worn.
  Power: Leaping +20
  Specific Modifiers: Not while wearing leg armour (-¼). 
  Active Cost = 20 points; END Cost: 4; Magic Roll: -2; Casting Time: 0 Phase
  
  MIND MISSILE
  The caster flings an illusory missile from his hand at the target. Exactly what sort 
  of missile this is, is up to the caster. The caster must roll EGO+20 for this illusion 
  to take effect if he wants the missile to do STUN damage, EGO+30 if he wants 
  the missile to do STUN and BODY damage. If he makes this roll, then the missile 
  automatically hits for whatever damage it would normally do, up the total of the 
  illusion dice in Active Points.
  Power: 12d6 Mental Illusions
  Specific Modifiers: Limitation: only for creating illusory missiles (-1 ½). 
  Active Cost = 60 points; END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  Phase.
  
  MIND SPEAK
  The ability to read another's innermost thoughts is one claimed by many but 
  mastered by few. Even those mages who have this spell are loathe to publicize it.
  Power: 6d6 Telepathy
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  MIND TRAP
  Some spell casters have mastered the art of stealing an enemies thoughts 
  through the use of this spell. The caster has but to cast the spell and touch his 
  target. The target's mind will then be trapped within a prepared "mind trap".
  Power: 8d6 Mental Illusions
  Specific Modifiers: 0 END (+½), OAF (prepared trap, -1), Illusion that 
  victim is entrapped in object only (-½), No Range (-½).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ Phase
  
  MINOR HEALING
  This is the most basic spell of Healing - a spell which will correct minor wounds.
  Power: 2d6 Healing to BOD
  Specific Modifiers: Extra time (full phase, -½). 
  Active Cost = 20 points. END Cost: 1; Skill Roll: -1; Casting Time: 1 Phase
  
  MIRAGE
  For anybody within the effected area, this spell creates the illusion of a distant 
  feature within the radius of the spell, but outside the hole in its middle. This 
  illusion is usually some type of terrain, but can include a city, army, large 
  creatures, or even a weather disturbance. The primary use of this spell is to 
  serve as a distraction - to mislead others and buy the caster some time. Because 
  of the large distance from the viewer to the image, normal PER rolls are more 
  difficult.
  Power: Images to sight group.
  Specific Modifiers: (Megascale 10 km, +½), ½ END (+¼), hole in the 
  middle (5 km, +¼).
  Active Cost = 20 points; END Cost: 1; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  MIRROR IMAGE
  Upon casting this spell, four images of the Wizard step out of his body and begin 
  to duplicate his actions. On the Wizard's first phase of each turn, the illusionary 
  constructs merge back into his body, then step out again. By mimicking the 
  actions of the Wizard, the images make it very difficult to determine who is the 
  actual Illusionist, unless he makes it obvious by using a ranged weapon or a 
  Power with visible effects. The images are usually ½ DCV of the Illusionist, unless 
  he concentrates on avoiding blows to a particular image, in which case it 
  receives the full DCV. In addition, the images are fragile and will vanish upon 
  receiving 1 point of BODY.
  Power: Images to sight group, -4 t o PER
  Specific Modifiers: 4 hex radius (+½); Images remain within 2" of Wizard 
  and return on first phase (-½), Images match actions of Wizard (-½), 
  Images banished upon taking 1 point of BODY (-¼).
  Active Cost = 33 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  MIRROR PLANE 
  This spell creates a mirror gate to an alternative time line and draws forth a 
  duplicate of the Wizard through the surface. When the spell charge expires, or 
  both Wizards step back through the silvery plane, the duplicate returns to his 
  normal time line, even if slain. However, since the duplicate time line is very 
  similar, his counterpart is also probably in trouble, so the Wizard must make an 
  EGO Skill roll. If he fails, he passes through the same Mirror Plane to aid his 
  counterpart.
  Power: Duplication
  Specific Modifiers: Single Continuing Charge lasting 5 hours (Dispel or both 
  step through mirror, -¼), Costs END to cast (-¼), Requires an EGO roll (-½)
  , Side Effects (Wizard passes through to mirror plane , -½), Extra Time: 1 
  turn (-½). 
  Active Cost = Caster’s points/5 points. END Cost: (4); Magic Roll: -4; 
  Casting Time: 1 turn.
  
  MIRROR WALK
  The caster can step into a mirror with a blinding flash of light and instantly step 
  out from any mirror that he has previously memorized.
  First Power:  10" Teleportation, floating location, 16x distance (160") 
  Specific Modifiers: Needs mirrors at both ends (-½).
  Second Power: 4d6 Flash 
  Specific Modifiers: Linked to Teleport (-½).
  Combined Specific Modifiers: OAF, bulky: Mirror (-1 ½).
  Active Cost = 58 points; END Cost: 4; Magic Roll: -6; Casting Time: ½ Phase
  
  MISCAST 
  This devious power causes the Wizard to be particularly inept with his spell 
  casting, often bumbling the attempt and suffering the backfire results. The 
  Caster must be able to target the Wizard, but suffers no penalty from range.
  Power: 2d6 character points of Magic Skill Drain
  Specific Modifiers: ½ END (+¼), Ranged (+½), No Range Penalty (+½), 
  Invisible Power Effects (Only mental) (+¾). 
  Active Cost = 60 points. END Cost: 3; Casting Time: ½ phase
  
  MIST FORM
  This popular water spell causes the caster's body and belongings to become a 
  cloud of mist which can move about. When used in combat the wizard is 
  protected from physical attacks, and they pass through him without effect. 
  However the mage is still vulnerable to energy attacks. As a non combat spell, 
  the mage can move about silently and get into places where he may not be 
  welcome. The caster should remember though that he is not invisible and that he 
  can't pass through solid physical barriers.
  Power: Desolidification (vulnerable to energy attacks)
  Specific Modifiers: Won't work in very dry areas (-¼), Cannot move 
  through solid objects (-½). 
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase.
  
  MONKEY SWING
  This spell allows the Wizard to brachiate rapidly through the treetops like an 
  agile monkey. If vines or branches are available, the caster can swing from tree 
  to tree. When gaps occur in the forest, the Wizard can glide to the next tree.
  Power: 10" Swinging
  Power: 10" Gliding
  Specific Modifiers: Only from tree branch or vine (-1), Linked to Swinging 
  (-½). 
  Active Cost: 10 + 10 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  MOON DANCE
  The target of this spell is able to leap and jump about in spectacular fashion, as 
  if he weighed much less than normal. However, this lightened state makes the 
  target more vulnerable to Knockback.
  Power: 14- Acrobatics
  Specific Modifiers: (+1 during Full Moon, -1 during New Moon, 0). 
  Power: +5" Leaping
  Specific Modifiers: Linked to Acrobatics (-½), (+2" during Full Moon, -2" 
  during New Moon, 0). 
  Combined Specific Modifiers: Usable by Others at Range (+1); Double 
  Knockback from Attacks (-¾).
  Active Cost = 20 + 10 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  MUD TRAP
  The caster summons mud from the ground to stream over his opponent in sticky 
  tendrils. The mud is clinging rather than hard, allowing the target to be struck 
  without disrupting its clinging sticky tendrils.
  Power: 2d6 Entangle
  Specific Modifiers: Entangle takes no damage (+½), Character Must Have 
  Connection to the Earth (-¼). 
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  MUTE
  This spell renders the victim unable to speak, although he can still make sounds.
  First Power:  9d6 minor transformation (normal person to mute person)
  Specific Modifiers: Muteness can reputedly be removed by a variety of 
  means - wearing a blessed necklace, etc.
  Active Cost = 90 points. END Cost: (9); Magic Roll: -9; Casting Time: ½ 
  Phase
  
  MYSTERIOUS MANSERVANT
  This spell is a favourite of eccentric or showy mages. The spell calls into being an 
  invisible, intangible force, which is imbued with a limited intelligence. It is 
  similar to, but more powerful than the "Invisible Servant" spell, and the 
  summoned force has the same stats. The force obeys verbal commands and is 
  able to produce a variety of useful, usually mundane objects. It tends to become 
  confused if the request is not specific, however: due to its comprehensive 
  knowledge of the multiverse, the request "give me my hat" might result in a 
  black top-hat or a Stetson rather than the wizard's favourite pointy cap. No 
  information about other people, places, or things can be surmised from quizzing 
  the manservant, however. Mages who use this spell tend to anthropomorphize 
  the force, carrying on one-sided (to others) arguments with it over misguided 
  conjurations, such as the Stetson mentioned earlier. Strangely enough, they 
  speak as if they receive actual replies, even though no other person can hear 
  them, and they themselves do not recall actually hearing anything. Any conjured 
  object leaving the mage's possession or which the mage tells the manservant to 
  get rid of immediately vanishes. Conjured objects are limited in size to the 
  weight that the servant can shift, but since nothing conjured can be given away 
  and expected to exist any more, value matters little. Also, no magic items, or 
  expendable foci may be conjured.
  First Power:  Summon Invisible Servant
  Specific Modifiers: Extra Time - 1 Turn (-½), Single Continuous Charge 
  lasting 1 hour (also ends when Servant is at 0 BODY, -½), Must Remain 
  Within Range (5 x points, -½), Costs END to cast (-¼), Linked to 
  Transformation (-½). 
  Second Power: 2d6 Transformation (Major - air to mundane objects)
  
  Specific Modifiers: Cumulative (+½), Variable (+1); Single Continuous 
  Charge lasting 1 hour (Ends when Servant is at 0 BODY, -½), Costs END to 
  cast (-¼). 
  Active Cost = 15 + 75 points; END Cost: (9); Magic Roll: -9; Casting Time: 1 
  Turn.
  
  MYSTIC FORTRESS
  Within the area where the spell is cast, a hexagonal fortress materializes. The 
  walls of the fortress are plate metal, with no exits or windows, except an 
  opening onto the roof. On the third floor, the walls are crenellated. The interior 
  is divided into six primary chambers, each furnished plainly with built-in 
  benches, beds and tables. There is also a stable on the first floor with room for 
  four mounts. Spiral staircases run between the floors.
  Power: 9d6 Entangle, impermeable to sight
  Specific Modifiers: Area effect (radius, 9”), Hole in the middle – fortress 
  template (+¼), Single Continuous Charge lasting 1 day (Unoccupied by 
  caster for 1 turn to cancel, 0), No Range (-½), Extra Time - 5 Minutes (-2). 
  Active Cost = 225 points; END Cost: 0; Magic Roll: -22; Casting Time: 5 
  Minutes.
  
  N
  
  NACRE'S SAVAGE ATTRACTION
  This spell was designed as a nasty attack upon an unsuspecting person. When 
  cast, the spell will make the person magnetic; all metal objects will fly at him at 
  their maximum velocity. Each attack does 1d6 per BOD+DEF, up to max. 6d6.
  Power: 30 STR Telekinesis. 
  Specific Modifiers: Area affect, radius 3" (+1), Indirect (originates from 
  target, +¾), Telekinesis can only attract metal objects towards target (-1 
  ½), Continuing charges (4 uses of 1 minute duration, -¼), Extra Time: Full 
  Phase (-½),
  Active Cost = 124 points; END Cost: 0; Magic Roll: -11; Casting Time: 1 
  Phase
  
  NAMER'S COMMAND
  By using this spell, a mage can take control of all but the most powerful beings, 
  forcing them to do his bidding. However, the spell is only effective if the being's 
  True Name is known.
  Power: 12d6 Mind Control
  Specific Modifiers: Spell Only Works If Target Being's True Name Is Known 
  (-2).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  NETHERWORLD
  The caster creates a cloud of swirling fog and smoke - the image of the 
  netherworld. Even if the strong willed do not flee, the distraction often affords 
  the opportunity for the caster to escape attention.
  Power: Images (sight and sound), -5 perception
  Specific Modifiers: 16" radius (+1), 0 END cost (+½).
  Active Cost = 75 points; END Cost: 0; Magic Roll: -7; Casting Time: ½ Phase
  
  NEUTRALIZE ACID
  This spell neutralizes the remaining effects of acid - whether derived from spell, 
  or some more mundane source such the alchemist's lab. It has no effect, 
  unfortunately, on the damage done by acid prior to its casting. It has the 
  interesting side effect of briefly neutralizing acids that are used for self-defence 
  by certain mythical creatures, so it has some potential for defence against such 
  creatures.
  Power: 12d6 Dispel Acid
  Specific Modifiers: Works against all powers of a given special effect (+2).
  Active Cost = 108 points; END Cost: 11; Magic Roll: -11; Casting Time: ½ 
  Phase.
  
  NEUTRALIZE POISON
  This spell allows the caster to neutralize any natural poison or venom.
  Power: 17d6 Dispel vs. Poisons/Venoms
  Specific Modifiers: Any Poison/venom (+¼); No Range (-½), Extra Time: 
  One Turn (-1).
  Active Cost = 64 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 Turn
  
  NEW FEATURES
  The easiest way of getting access to a target is to be the target's best friend, or 
  at least look like the target's best friend. This spell also allows an assassin- or 
  thief-mage to escape more easily, by simply transforming his features into that 
  of a guard and walking out.
  Power: Shapeshift, limited group: humans (sight group), Imitate.
  Specific Modifiers: Face only (-1).
  Active Cost = 30 points. END Cost: 3 Magic Roll: -3; Casting Time: ½ Phase.
  
  NIGHT BLINDNESS
  This spell creates a magical ball of darkness. The caster throws the ball; anyone 
  it touches is temporarily blinded by the writhing darkness.
  Power: 4d6 Flash vs. sight
  Specific Modifiers: Based on Ego combat value (+1), x2 END in direct 
  sunlight (-¼).
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  NIGHTMARE
  This spell allows the caster to summon forth a horrible creature - some monster 
  right out of a dream. The creature is not real, it is only a dream, but it is a 
  dream which can kill. If the victim tries to defend himself or fight the creature, 
  he will be hurt, possibly even killed. However, should the victim simply cover his 
  eyes and wait, the monster cannot harm him and will eventually disappear. The 
  creature will remain a full 12 seconds, all the while attacking. If the victim has 
  his eyes closed the monster will stalk around him, growling and hissing, waiting 
  for him to open his eyes.
  Power: 2d6 RKA
  Specific Modifiers: 0 END (+½), Continuous (+ 1), Target not attacked if 
  his eyes are closed (-1), Only lasts 1 turn (-1), The creature is the visible 
  effects of the spell (-0).
  Active Cost = 75 points. END Cost: 7; Magic Roll: -7; Casting Time: ½ Phase
  
  NIGHT SCARE
  This spell allows the caster to draw together beams of moonlight to form a 
  ghostly apparition that can strike with an icy touch. The image has the 
  appearance of a pale-white, transmogrified human form floating just above the 
  ground, anywhere within an 8" radius of the target hex. When the hands of the 
  image strike a target, they inflict cold damage from Energy Blast. The image 
  attacks with the same abilities as the caster, and is, of course, immune to 
  combat damage. However, the caster can cause the image to appear to suffer 
  damage in order to make the images more believable.
  First Power:  Image (Sight, IR vision)
  Specific Modifiers: x8 Radius (+¾); Form is a cold, ghostly apparition (-1).
  Second Power: 2d6 Energy Blast (Cold)
  Specific Modifiers: Attack Versus Limited Defence (Power Defence)(+1+½), 
  No Range Penalty (+½); Linked to Image (-½).
  Combined Specific Modifiers: Invisible Power Effects (+1); Only at night 
  (-½),Only in clear moonlight (-½), ½ DCV Concentrate Throughout (-½).
  Active Cost = 41 + 40 points; END Cost: 8; Magic Roll: -8; Casting Time: ½ 
  phase.
  
  NIGHT SIGHT
  This spell was designed to help the Caster's work at night, but it can be used to 
  help them do other things at night as well. The Caster's focus for this spell is a 
  strip of cloth with a pair of cats eyes embroidered on one side. The caster 
  activates the eyes and can see through them into darkness
  First Power:  +4 Sight Perception
  Second Power: UV Vision
  Specific Modifiers: Linked to Additional PER (-½)
  Combined Specific Modifiers: OAF Item (-1), Expendable Foci: Requires a 
  skill roll to construct a new item (-¼), Spell Costs END (-½)
  Active Cost = 19 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  NIGHT WINGS
  With this spell, the character can transform himself, along with any possessions, 
  into a common bat. The caster gains all the unusual abilities of this creature, 
  along with its limitations. He is unable to cast spells while in this new form, if his 
  spells require incantations or gestures.
  Power: Multiform, Bat
  Specific Modifiers: Costs END to use (-½), Extra Time: Full Phase (-½).
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: Full 
  phase.
  
  NONCOMMITAL
  This spell animates the target's clothing and possessions. The target's objects will 
  resist any actions initiated by the target, severely limiting his combat and other 
  abilities.
  First Power:  2d6 STR Drain
  Specific Modifiers: Linked to DEX drain (-½).
  Second Power: 1d6 DEX Drain
  Combined Specific Modifiers: OIF items on target (-½).
  Active Cost = 20 + 30 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  Phase.
  
  NUMB SENSE
  The Wizard can use this spell to overwhelm any one sense group of the target 
  creature with illusions, causing the sensory organ to fail for a short period. The 
  sensory overload is not always successful, however, especially if the target is 
  highly perceptive.
  Power: 4d6 Flash to Sense Group
  Specific Modifiers: Variable Effects - any one sense (+¼); Activation Roll 
  11- (-1), Limitation: PER modifier of target penalizes Magic Skill Roll (-¼).
  Active Cost = 25 points. END Cost: 2 Magic Roll: -2; Casting Time: ½ phase.
  
  O
  
  OBFUSCATE
  This spell allows the caster to dim the senses of the target, so that he will 
  become less observant. Under the influence of the spell, a gambler would be less 
  likely to notice sleight of hand, or a guard a forged pass. If only cosmetic changes 
  are required, any roll of +EGO is sufficient to allow the spell to function - and 
  PER rolls will be automatically failed. However, the spell is not invisibility - the 
  target will see and remember obvious things.
  Power: 8d6 Mental illusions
  Specific Modifiers: only to reduce PER rolls (-1)
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase 
  
  OBJECT READING
  This spell allows the caster to detect the emotional residue left on objects. This 
  may tell the mage something about who owned the object or how it was used.
  Power: Clairsentience for Detect Emotions, Retrocognition
  Specific Modifiers: No range (-½) Retrocognition only (-1).
  Active Cost = 33 points. END Cost: 3; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  OBSCURE
  This spell is similar to invisibility and silence in that it is used to keep people 
  from seeing or hearing you. However, this spell goes about it in a different 
  manner. By casting Obscure, a mage merely makes himself hard to notice. People 
  looking at him will tend to see only empty space. The advantage of this spell is 
  that it covers both sight and hearing at once. The disadvantage is that a 
  particularly observant person will see right through it. 
  Power: Images to normal sight and hearing, -5 PER Roll
  Specific Modifiers: Only to simulate empty space (-1), Extra Time: Full 
  Phase (-½).
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase
  
  ODOR EATER 
  This spell removes any odour from the body of the caster and makes him all but 
  undetectable by smell. A faint trace of the Wizard's scent can still be picked up 
  within a 1" radius, however.
  Power: Invisibility with fringe (scent)
  Specific Modifiers: 0 END (+½); costs END to cast (-¼). 
  Active Cost = 30 points; END Cost: (3); Magic Roll: -3; Casting Time: ½ 
  phase.
  
  OPEN BARRIER
  This spell allows the caster to create an opening within an obstruction, such as a 
  wall or portcullis.
  Power: 4" Tunnelling, up to 9 DEF
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3 Casting Time: ½ Phase
  
  OPEN GRAVE
  A more powerful version of the "Animate Dead" spell, this spell can raise a 
  number of corpses to pseudo life, subject to the caster's will. They are not truly 
  endowed with unlife - when the caster ceases to bend his attention to them, the 
  corpses will collapse. In addition, the corpses only remain animated if they stay 
  close to the caster. When this spell is cast, the caster's eyes, and the eyes of the 
  bodies he is animating glow with foetid green light.
  Power: Telekinesis, 20 STR w/fine manipulation
  Specific Modifiers: Area affect, non-selective target (12" radius +¾), 
  Continuous (+1), Reduced END (+¼); OIF - corpses (-½), Limitation: does 
  not work in bright sunlight (-¼), Limitation: does not work on ground 
  sanctified to a "good" religion (-¼), Caster is limited in number of attacks 
  to the number of corpses (-1), Extra time (full phase, -½). 
  Active Cost = 120 points. END Cost: 6; Magic Roll: -12; Casting Time: 1 
  phase
  
  OPEN THY HEART
  This spell causes the opponent to open his heart to goodness and lose his 
  combative ardour He will continue to defend himself, but will not attack unless 
  others seek to kill him. If he suffers from the berserk disadvantage, this spell will 
  usually cause him to lose his combat frenzy.
  Power: 10d6 Mind Control
  Specific Modifiers: Does not require verbal communication (+¼); Only to 
  calm target and make him peaceful (-½).
  Active Cost = 62 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  OPEN WOUND
  The terrible spell causes any old wounds on the target to open up again, causing 
  terrible pain and bleeding.
  First Power:  2d6 STUN Drain
  Second Power: 1 d6 BODY Drain
  Specific Modifiers: Linked to Stun Drain (-½)
  Combined Specific Modifiers: Usable at Range (+½), Continuous (+1); Only 
  on previously wounded targets (-¼).
  Active Cost = 50 +25 points. END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  phase
  
  ORB OF FLAMES 
  The spell creates a sphere of tight, boiling flames next to the caster which then 
  rolls about under the control of the Wizard. Each phase the Orb is maintained, it 
  will roll 6" along a string of contiguous hexes specified by the caster, and can hop 
  across barriers up to 1 meter in height. (Due to inertia, the Orb can only change 
  direction by a maximum of sixty degrees per hex moved.) Anyone in the hex path 
  of the Orb is attacked, and flammable objects will begin burning.
  Power: 1d6 RKA Energy Blast (Fire)
  Specific Modifiers: Continuous (+1), Area Effect (Any Area, Non-selective, 
  Doubled)(+1); Must continue from last hex (-¼), No range at start (-¼), 
  Only turn 1 side per hex moved (-¼), No knockback (-¼), Will not work in 
  rain or underwater (-¼).
  Active Cost = 45 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase.
  
  OWL FORM
  This spell allows the caster to change his form to that of a Great Horned Owl. 
  (See the HERO Bestiary, pp.137-138 for details.) Once the sun rises, the caster is 
  automatically restored to his normal form, even if flying, underground, or hidden 
  from the sunlight.
  Power: Multiform (Great Horned Owl)
  Specific Modifiers: Persistent (+½), Extra Time - 1 turn (-1), Only at night 
  (-½).
  Active Cost = 31 points; END Cost: 0; Magic Roll: -3; Casting Time: 1 turn.
  
  OWL SENSE
  This spell allows the caster to see and hear as efficiently as an owl
  Power: Targeting sense: Hearing, +2 Enhanced Perception, +6 Telescopic 
  Sight
  Specific Modifiers: Reduced END (½, +¼); Costs END to use (-½).
  Active Cost = 27 points; END Cost: 1; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  P
  
  PARALYSIS 
  The mage casting this spell blocks all command impulses passing through the 
  target's motor nervous system, physically paralysing him. The paralysis can only 
  be resisted mentally, and is transparent to all attacks. Damage causing 3 or more 
  points of BOD inflict sufficient pain to allow the victim to throw off the mental 
  bonds.
  Power: 3d6 Entangle (Neural Paralysis)
  Specific Modifiers: Based on EGO combat value (+1), effected by EGO not 
  STR (+¼), Entangle takes no damage from physical attack (+¼); Entangle is 
  Brittle (1 BODY, -½), Extra Time: 1 Phase (-½). 
  Active Cost = 75 points. END Cost: 7; Magic Roll: -7; Casting Time: 1 phase. 
  
  PART WATER
  This spell lowers a volume of water inside a 3" radius (19 hexes), and fills the 
  missing space with air. To determine the portion of water that is removed from 
  each hex, use the BODY rolled and refer to the Object Body Table in the HERO 
  System Rules book (a solid hex of water has 13 BODY). Any objects suspended 
  within the volume of water fall normally, including any fish or other life forms.
  Power: 2d6 Major Transformation (Water to Air)
  Specific Modifiers: Area Effect (Radius, +1). 
  Active Cost = 60 points; END Cost: 12; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  PASS MONTH
  This spell opens a silvery-grey portal that allows the caster to move a single 
  (voluntary) target, with a mass of up to 400kg, forward in time a month without 
  ageing This time travel can only be performed once each month.
  Power: Extra-Dimensional Movement (400kg Through Time)
  Specific Modifiers: Usable by others (+¼); Only travel one month forward 
  to same location (-1), x2 END (-½), Extra Time - 1 Turn (-1),(+200kg during 
  Full Moon, -200kg during New Moon, 0), Only once per month (-2). 
  Active Cost = 87 points; END Cost: 18; Magic Roll: -9; Casting Time: 1 turn.
  
  PASS TREES 
  By means of this spell, the Wizard is able to step into the bole of a tree and 
  emerge from a tree of the same species within range. It is rumoured that this 
  spell was originally taught to a Woodland Wizard by an infatuated Wood spirit.
  Power: 10" Teleport w/ Floating Location, x4 non combat movement 
  (160”)
  Specific Modifiers: Only between two trees of the same species (-1). 
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  PASS WALL 
  This spell allows the Wizard to move through rock as if it were made of air.
  Power: 7 DEF Tunnelling at 6" movement (fill in behind)
  Specific Modifiers: Only through stone or earth (-½), Extra Time - Full 
  Phase (-½). 
  Active Cost = 58 points; END Cost: 6; Magic Roll: -6; Casting Time: Full 
  Phase.
  
  PAST IMAGES
  This spell allows the Illusionist to create a visual and auditory illusion of any 
  event that occurred in the same location some time during the past. However, 
  the further back in time the event occurred, the more difficult it is to reproduce 
  the illusion.
  First Power:  Retrocognition
  Second Power: Images (Sight, Sound)
  Specific Modifiers: 4" Radius (+½); Linked to Retrocognition (-½).
  Combined Specific Modifiers: -1 to Magic Roll for each step down the time 
  chart from 1 minute (-½).
  Active Cost = 60 + 22 points; END Cost: 8; Magic Roll: -8; Casting Time: ½ 
  phase.
  
  PATHS OF CONFUSION
  The caster calls upon the spirits of the wood to confuse the traveller's path and 
  misdirect their ways. Victims of this spell will see trees shifting in the edge of 
  their visions and will have a hard time making intelligent decisions.
  Power: 4d6 Suppress vs. INT
  Specific Modifiers: Trigger (when a boundary is crossed, +¼), 0 END (+½), 
  Area Effect (line, 7" long, 2" wide), Only where plants can grow (-¼), 
  Limitation: Only to effect tracking, Area Knowledge, and Perception (-¼), 
  only in woods (-¼).
  Active Cost = 55 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  PENULTIMATE BARRIER
  This powerful spell creates an illusionary barrier that blocks any who attempt to 
  cross. The nature of the barrier is left to the caster, but all the usual mental 
  illusion modifiers apply. Any walls or similar features are treated as major 
  changes to the setting.
  Power: 10d6 Mental Illusion
  Specific Modifiers: Area Effect (Any, +1); Only to create a barrier (-½), 
  Extra Time - 1 Turn (-1). 
  Active Cost = 100 points; END Cost: 10; Magic Roll: -10; Casting Time: 1 
  turn.
  
  PENTACLE OF CONJURATION 
  When summoning a dangerous entity, a careful conjurer must take precautions to 
  ensure that the creature is held in check until it can be controlled. This spell 
  creates a magical barrier within a circle of conjuration to cage the summoned 
  creature. Once created, this barrier can be maintained effortlessly by the 
  Conjurer, and will stop even armour penetrating attacks and ethereal beings. 
  Because he is maintaining the barrier by means of his personal energies, any 
  damage suffered by the wall will be transmitted to the character. Should anyone 
  cross or otherwise break the circle from the outside, the barrier will immediately 
  drop.
  Power: Force Wall
  Specific Modifiers: Affects Desolidified (+½), Difficult to Dispel (+¼), 
  Hardened (+¼), 0 END (+½); Dispelled if circle broken from outside (-¼), 
  Only inside conjuration circle (-¼), Feedback (-1), Costs END to cast (-¼), 
  OAF - circle of conjuration (requires drawing materials and an hour to 
  prepare), immobile (-2),
  Pentacle
  Activ
  e 
  Cost
  END 
  Cost
  Magi
  c Roll
  2 DEF, 1" 
  Radius
  25
  (2)
  -2
  3 DEF, 1" 
  Radius
  37
  (4)
  -4
  4 DEF, 1" 
  Radius
  50
  (5)
  -5
  5 DEF, 1" 
  Radius
  62
  (6)
  -6
  
  4 DEF, 2" 
  Radius
  62
  (6)
  -6
  6 DEF, 2" 
  Radius
  75
  (7)
  -7
  7 DEF, 2" 
  Radius
  87
  (9)
  -9
  8 DEF, 2" 
  Radius
  100
  (10)
  -10
  9 DEF, 2" 
  Radius
  112
  (11)
  -11
  10 DEF, 2" 
  Radius
  125
  (12)
  -12
  11 DEF, 2" 
  Radius
  137
  (14)
  -14
  10 DEF, 3" 
  Radius
  137
  (14)
  -14
  12 DEF, 3" 
  Radius
  150
  (15)
  -15
  13 DEF, 3" 
  Radius
  162
  (16)
  -16
  14 DEF, 3" 
  Radius
  175
  (17)
  -17
  15 DEF, 3" 
  Radius
  187
  (19)
  -19
  
  PERCUSSION
  When this spell is cast, it generates a sound like a drum that does no direct 
  damage, but sends most beings in its cone effect flying backwards.
  Power: 20 STR Telekinesis
  Specific Modifiers: Cone effect (3" Cone, +1), TK only used for throwing 
  backwards (-1 ½), No Range (-½). 
  Active Cost = 60 points; END Cost: 6; Magic Roll: -6; Casting Time: ½ Phase
  
  PERMANENT ILLUSION
  This illusion allows the Wizard to create a permanent illusion that is either 
  static, or repeats itself within a minute or less. The illusion can have both visual 
  and acoustic elements, but once cast the illusion can never be changed unless it 
  is dispelled and recast. This illusion is especially vulnerable to dispel illusion, 
  requiring only 15 points of dispel.
  Power: Images, Sight/Sound
  Specific Modifiers: 0 END Persistent (+1), 16" Radius (+1+¼); Costs END to 
  cast (-¼), Images only static or repeat within minute (-¼), Cancelled by 
  1/3 normal dispel (-¼).
  Active Cost = 49 points; END Cost: (5); Magic Roll: -5; Casting Time: ½ 
  phase.
  
  PERSUADE
  This spell enables the caster to persuade the target of just about anything. He 
  can persuade a guard to open a door, a merchant that his goods are only worth 
  half of what they are actually worth, or a diplomat that it isn't such a good idea 
  to declare war on his nation. The caster must roll the target's EGO +20 in order 
  for the target to think that the ideas suggested were his own.
  Power: 10d6 Mind Control
  Specific Modifiers: Invisible Power Effects (+½), Target must engage in 
  conversation (-½), Extra Time: 1 minute (-1 ½). 
  Active Cost = 75 points; END Cost: 7; Magic Roll: -7: Casting Time: 1 
  minute.
  
  PHANTASM
  This powerful spell creates a full-sensory illusory creature completely 
  independent from the caster. It will follow the caster's original instructions until 
  the condition of those instructions have been fulfilled; then it will vanish. This is 
  a very powerful illusion. The Mind Control component of the spell is used to 
  simulate the caster's control over his illusion. If the Mind Control doesn't work, 
  then the illusion vanishes. This simulates the caster's failure to cohesively 
  structure the encoding of his instruction for the illusion. This is a tricky task, and 
  should not be automatic. The type of creature created is completely up to the 
  caster (and GM, of course); after all, he's creating from his head. If he wants his 
  Phantasm to be a three-headed pink killer sloth, then as long as he knows what 
  one looks like, that's fine. The viewers of this monstrosity would probably get a 
  bonus to their PER Rolls, however. 
  First Power:  Summon (200 Point creature)
  Specific Modifiers: Any creature (+1), Slavishly devoted (+1); Extra Time 
  (+1 minute, -1 ½), Limitation: targets of creature can disbelieve on a PER 
  Roll, after which it can do no damage (as in Images, -¾).
  Active Cost = 150 points. END Cost: 22; Magic Roll: -22; Casting Time: ½ 
  Phase
  
  PHASE CITY 
  This powerful ritual can send an entire city to a new location on any known 
  extradimensional plane. Where the city once rested, there remains only a large 
  crater in the ground. However, at the end of each year thereafter, the city, and 
  its remaining inhabitants, will return to its original location for the span of one 
  hour. For this spell to function properly, the city must have an average density 
  equal to or lighter than rock. If the caster fails his Magic Skill roll, (if skill rolls 
  are used) he is banished to destination of the city for a period of one century.
  First Power:  Extradimensional Travel
  Specific Modifiers: Area Effect (Radius, Megascale 1 km +1 ¼), Usable 
  Against Others at Range (+1+½). 
  Combined Specific Modifiers: City returns to origin for 1 hour at end of 
  each year (-¼), Side Effects (Extradimensional Travel, Same location as 
  original spell but only on caster; Followed by 20d6 Suppress 
  Extradimensional Travel on caster, single continuing charge lasting 1 
  Century, -1), Extra Time: 1 Hour (-1-½).
  Active Cost = 150 points. END Cost: 15; Magic Roll: -15; Casting Time: 1 
  Hour.
  
  PHASE TRAP 
  Certain creatures are known to exist in multiple dimensions at the same time, so 
  dealing with them from a single dimension can be especially difficult. This spell 
  levels the playing field by drawing the target creature into the current 
  dimension, then suppressing his ability to leave. This spell can be used equally 
  well simply to prevent a normal target from escaping to an alternate dimension. 
  The Phase Trap is effective out to 250", and requires steady concentration to 
  cast. 
  First Power:  Extradimensional Movement, Only to Current Plane
  Specific Modifiers: Usable Against Others (+1), Ranged (+½), 
  Transdimensional (any, +1). 
  Second Power: 10d6 Suppress Extra-Dimensional Movement
  Specific Modifiers: Linked to Extra-Dimensional Movement (-½). 
  Combined Specific Modifiers: ½ DCV Concentrate (-¼), Extra Time: 1 turn 
  (-½).
  Active Cost = 75 + 50 points. END Cost: 12; Magic Roll: -12; Casting Time: 1 
  turn.
  
  PINCH
  This capricious spell is useful to awaken sleeping apprentices, punish lazy 
  housekeepers, distract inconvenient guards or drive away pesky gremlins. The 
  target feels a sharp pinch in any location the caster desires. The defence is 
  simply crossing one's fingers.
  Power: 1 pip physical EB
  Specific Modifiers: NND (Defence is crossing one's fingers) (+1).
  Active Cost = 6 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  PLAGUE 
  This is the spell for which the plague priests are most notorious, and the primary 
  reason they are hunted down relentlessly by all good and moral people. Casting 
  this ritual creates a highly virulent disease that will spread by contact until the 
  entire population is infected, or all the diseased hosts have expired. Some of the 
  beings will be naturally immune to this disease, while others acquire immunity 
  only after surviving the sickness. After each 5 hour period the disease is in 
  effect, the victim can make a recovery roll to try and shake off the infection. 
  Once the illness has passed, however, the victim will still require several days of 
  bed rest before he has returned to full health. The mage who casts this spell has 
  no immunity to the disease and he will likely flee the area immediately after the 
  ritual is completed. The disease effects only members of a single species, 
  determined when the spell is first mastered, but can be spread by a specific type 
  of vermin, such as a rat or insect. Dead victims of this plague can still serve as 
  carriers, and if their corpse is later dug up the disease can spring to life once 
  more. For this reason, most plague victims are cremated en masse. A worthy 
  sacrifice on an altar of evil is required to initiate this spell, along with a member 
  of the target species to serve as the initial plague carrier.
  Power: 2d6 BODY Drain (Plague)
  Specific Modifiers: Recover 1 per hour (+1), 0 END (+1), Persistent (+½), 
  Continuous (stops if victim makes 8- Recovery roll after each BODY Drain, 
  only while still alive, +1), Uncontrolled (+½), Sticky (Can be carried by 
  host species and a single species of vermin) (+½); 14- Activation Roll (-½), 
  Recovery roll or activation failure makes target immune to this spell 
  thereafter (-¼), Drain only effects specific target species (-½), Costs END 
  to cast (-¼), No Range (-½), OAF Major Sacrifice on Altar, immobile (-2-½), 
  Gradual Effect (every hour) (-1), Extra Time: 1 hour (-2 ½). 
  
  Active Cost = 165 points. END Cost: 16; Magic Roll: -16; Casting Time: 1 
  hour.
  
  PLAGUE OF FLIES
  This awful spell is an even more powerful version of the "Insect Plague" spell with 
  the additional terror that the insects carry a magically induced plague that 
  afflicts the victims. The plague causes vomiting, diarrhoea (with blood) and 
  eventually death. It is generally known as the Stinking Death and being magically 
  induced is not affected by simple spells such as "Immunity to Disease". This is the 
  ultimate weapon beloved by the dreaded Plague priests - but fortunately only 
  the most powerful of sorcerers can cast it.
  First Power:  Images (to normal sight and hearing) with -5 on PER roll 
  (Cloud of Flies)
  Specific Modifiers: linked to Drain (-¼).
  Second Power: 2d6 EB
  Specific Modifiers: Penetrating (+½); linked to Drain (-¼), Does not affect 
  targets with force field, force wall or that do not breathe (-½).
  Third Power: 1d6 BOD drain
  Specific Modifiers: Effect returns at 5 active points/week (+1 ¼), Sticky 
  (+½), Reduced to 0 END (+½), uncontrollable (+½); Gradual effect (5 
  hours, -2/½), Does not affect targets with force field, force wall or that do 
  not breathe (-½).
  Combined Specific Modifiers: Area effect (1 hex, Megascale 10 km, +1); 1 
  continuing charge/day, lasts 5 min (cleared away within 1" of open flames 
  or heavy smoke, -1), ½ DCV Concentrate (-¼), Extra Time: 1 turn (-½), 
  Costs END to cast (-¼).
  Active Cost = 30 + 25 + 47 points. END Cost: (10); Magic Roll: -10; Casting 
  Time: 1 turn.
  
  PLANAR BOLT 
  The Wizard draws forth a lump of the native substance from an alternate plane, 
  then projects the material at a foe. The exact nature of the material depends on 
  the plane from whence it was drawn. It could be a ball of flames, a bolt of 
  lightning, a shard of ice, a lump of biotoxin, and so on. The ability of the Wizard 
  to choose a particular plane will depend on the extent of his knowledge about 
  other dimensions. If he attempts to use material from an untested dimension, he 
  will need to make a KS roll.
  Power: 6d6 Energy Blast (Planar Material)
  Specific Modifiers: Variable Special Effects (Any, +½).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  PLANAR PROTECTION 
  Many of the planes where a Wizard might find himself are inhospitable to normal 
  life forms. For this reason, most Gatemasters are taught this life support spell as 
  an apprentice. The spell surrounds the Wizard with a thin shell of environment 
  drawn from his native plane. The shell provides clean air, and protects the 
  Wizard from extremes of atmospheric pressure and temperature. For each hour 
  the spell is maintained, the Wizard suffers two points of long term END loss.
  Power: Life Support, No need to breathe, Vacuum/High Pressure, Intense 
  Heat/Cold
  Specific Modifiers: Costs END to start (-¼), Long Term END loss every hour 
  maintained (2 points, -½). 
  Active Cost = 22 points. END Cost: (2); Magic Roll: -2; Casting Time: ½ 
  phase.
  
  PLANE OF DARKNESS 
  The caster can travel use this spell to travel to the plane of Darkness, then use it 
  to return when his task his done. He is cloaked in sustaining energies that 
  prevent the planar substance from ravaging both his mind and body. The trigger 
  to return the caster to his starting plane is determined at the time the spell is 
  cast. Usually this is a simple phrase or gesture.
  First Power:  +20 Power Defence
  Specific Modifiers: Usable by one other (+½), Persistent (+½); Only on the 
  plane of Darkness (-¼).
  Second Power: Extradimensional Movement, to starting Plane, 2x Mass
  Specific Modifiers: Trigger (Any) (+½); Linked to Power Defence (-½). 
  Third Power: Extradimensional Movement, Plane of Darkness, 2x Mass
  Specific Modifiers: Linked to Power Defence (-½), Only when in darkness 
  (-¼).
  Active Cost = 40 + 37 + 25 points. END Cost: 10; Magic Roll: -10; Casting 
  Time: ½ phase.
  
  PLANT GROWTH 
  This spell causes a tremendous growth of foliage within the target radius, filling 
  the area with a tangled web of leaves and branches within the brief interval of 
  five minutes. Due to the slow response of the plants, it is unlikely to entangle 
  anyone in the area of effect, unless they are held in some way, but it forms an 
  effective barrier.
  Power: 2d6 Entangle
  Specific Modifiers: Area Effect (8" Radius, +1+½); Gradual Effect (5 
  minutes, -¾), Limitation: only where plants can grow (-¼). 
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  PLANT TRAIL 
  Plants bend and move out of the way of the Wizard, leaving a trail through the 
  growth. After a turn, the vegetation returns to its previous position, leaving little 
  sign that anyone passed that way. This spell can also be used to pass through 
  light wooden barriers, such as an interior door or a bamboo wall.
  Power: 5" Tunnelling through 3 DEF, fill in behind
  Specific Modifiers: Limitation: only through vegetable matter (-¼), Tunnel 
  only closes after 1 turn (-¼). 
  Active Cost = 41 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  POISON WELL
  This spell will turn a body of water into any poisonous liquid possessed by the 
  caster. A small vial of the poison must be added to the water while the spell is 
  being cast. To determine the volume of water that is poisoned, use the BODY 
  rolled and refer to the Object Body Table of the HERO System Rulebook (a solid 
  hex of water has 13 BODY). If the entire body of water is much larger than the 
  transformed quantity, the poison will soon become diluted and lose much of its 
  effectiveness. Any purify water magic will remove the poison from the water. For 
  obvious reasons, the use of this spell is frowned upon by most reputable wizards.
  Power: 5d6 Minor Transformation (Poison Water)
  Specific Modifiers: No range (-½), OAF - expended poisonous liquid (-1-¼), 
  Extra Time - 1 Turn (-1). 
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: 1 turn.
  
  POKE
  This stinging spell is a harsher companion to the spell Pinch. The target feels a 
  sharp pain and a small wound appears in his skin, as though he had been stabbed 
  with a tiny spear. Armour is no protection against a Poke. 
  Power: 1 pip RKA
  Specific Modifiers: AVLD (crossed fingers, +1 ½), Does Body (+1)
  Active Cost = 17 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  POLISH METAL
  This spell causes a metal weapon or shield to become so brightly polished that it 
  reflects blinding light. The caster makes a rubbing motion over the object to be 
  polished while sprinkling the tinder and metal shavings on it.
  Power: 4d6 Flash
  Specific Modifiers: Trigger (Power goes off when item is held at arms 
  length and light is reflected in opponent's eyes, + ¼), Does not work in 
  darkness (-¼). 
  Active Cost = 25 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  POOL OF QUICKSAND 
  When this spell is cast, any soft ground within the radius begins to soften and 
  turns into a pool of Quicksand. Those caught within can escape if they have 
  Flying, 4"+ swimming, or they are pulled from the pool.
  Power: 4d6 Entangle
  Specific Modifiers: Area Effect (6" Radius, +1), Entangle takes no Damage 
  From Attack (+½); Escape with Flying, 4"+ Swimming, or outside help (-1), 
  Only on soft ground such as dirt or beach (-1), Caster Must Have 
  Connection to the Earth (-¼). 
  Active Cost = 100 points; END Cost: 10; Magic Roll: -10; Casting Time: ½ 
  Phase.
  
  PORTABLE HOLE 
  Creates an Extradimensional Pocket to store various supplies for future use. The 
  pocket must be attached to a surface, such as a belt pouch or a chest. The 
  pocket can be carried by the Wizard and opened again at any time. Once the 
  spell finally expires, the contents are dumped out through the opening.
  Power: Extradimensional Movement
  Specific Modifiers: Single Continuing Charge lasting 1 month (Empty 
  pocket or exceed 50kg to terminate, +½), Usable by Others (One, +¼); 
  Costs END to cast (-¼), Extra Time: 1 turn (-½). 
  Active Cost = 35 points. END Cost: (3); Magic Roll: -3; Casting Time: 1 turn.
  
  POSSESSION
  This rather ruthless spell may be targeted upon one intelligent creature within 
  range. The target of the spell is hit by a glowing sledgehammer which strikes him 
  on the head. The target's psyche immediately splits into a number of separate 
  personalities. Their nature, nicknames, and sanity (or lack thereof) should be 
  then determined randomly by the DM. The victim must make an ego roll in 
  moments of stress - otherwise a random personality takes control. The victim can 
  fight the spell over the long run; for each week of this malady, the original 
  personality may make an EGO roll to remove one random personality.
  Power: 6d6 Major Transformation (Normal Person to Insane Person).
  Active Cost = 90 points; END Cost: 9; Magic Roll: -9; Casting Time: ½ phase
  
  POUNCE OF THE LION 
  The arms and legs of the wizard become cat-like: powerful, fast and covered in 
  warm fur. The wizard can spring forward at great speed, then pounce upon his 
  intended target. This spell can be very exhausting to maintain, making it best for 
  use in an ambush.
  First Power:  +6" Running 
  Second Power: +5" Leaping 
  Specific Modifiers: Linked to Running (-½). 
  Combined Specific Modifiers: x4 END to use (-1-½), Reforms the body into 
  part human, part animal form (-½). 
  Active Cost = 12 + 19 points. END Cost: 8; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  POWER ITEM
  This spell enables a mage to draw magical energy from a prepared focus. This 
  energy can be used to fuel another of the mages spells or to simply revitalize 
  him.
  Power: 2d6 Aid to END
  Specific Modifiers: OAF item (-1). 
  Active Cost = 20 points. END Cost: 1; Magic Roll -1; Casting Time: ½ Phase
  
  PRAYER OF CLEANSING
  When uttering this prayer, beams of golden light emanate from the caster and all 
  unclean creatures around the caster will be injured by their incredible power.
  Power: 5d6 Energy Blast (Mystical)
  Specific Modifiers: NND (Not vs those who are pure, +1), Area Effect 
  Radius (5", +1), No Range (-1/ 2). 
  Active Cost = 75 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  Phase.
  
  PRECISION CONTROL
  A mage can use this spell for a variety of reasons, particularly for precision 
  accuracy. This spell enables the caster to control an object with very accurate 
  moves. The caster could use this spell to animate a sword to fight with, to pick a 
  lock from across the street (provided he has that skill), or to perform other 
  similar tasks which require accurate manipulation.
  Power: 10 STR Telekinesis, Fine Control
  Active Cost = 25 points. END Cost 2; Magic Roll: -3; Casting Time: ½ Phase
  
  PREDICT WEATHER 
  The peasant is ever mindful of the weather, and this invaluable spell allows the 
  wizard to forecast the future climate for his village with some accuracy. This 
  spell is not perfect, however, and mistaken forecasts have been known to 
  provoke much wrath from hungry farmers.
  Power: Precognition
  Specific Modifiers: Only to touch future weather (-1 ¼), -1 PER per step 
  down time chart beyond 1 hour (-½). 
  Active Cost = 40 points. END Cost: 4; Magic Roll:  -4 Casting Time: ½ 
  phase.
  
  PRIMORDIAL ICE
  This spell can be used to turn an existing (100kg or less) ice object as hard as 
  steel, partly by lowering its temperature far below freezing. The bitterly cold 
  object inflicts freezing damage on anything it touches, and makes handling the 
  item very hazardous without proper protection. As with normal ice, the object 
  will melt in temperatures above freezing, but more slowly than normal.
  First Power:  1d6 RKA (Freeze)
  Specific Modifiers: NND (Warm Clothing or Immunity to Cold, +1), 0 END 
  Persistent (+1); - No Range (-½).
  Second Power: +5 PD, +3 ED Armour
  Specific Modifiers: Persistent (+½); Linked to RKA (-½), Only to protect 
  Ice Object (-½). 
  Combined Specific Modifiers: Costs END to Start (-¼), Object takes x1.5 
  BODY from Heat (-¼), In temperatures above freezing, the item loses 1 
  BODY per day, plus one per +10°C (-¼), Extra Time - 1 Turn (-1).
  Active Cost = 60 + 30 points; END Cost: (9); Magic Roll: -9; Casting Time: 1 
  Turn.
  
  PROCUREMENT
  The caster can conjure up a mundane object, such as tools, writing implements, 
  clothing, or any other basic item. This object can be anything that the character 
  is capable of obtaining or constructing normally, given time and without resorting 
  to magic. An appropriate artisan or other skill roll is required in addition to the 
  magic skill roll. The object will remain in existence until dismissed by the caster, 
  or until he goes to sleep or falls unconscious.
  Power: 3d6 Minor Transform, create mundane item
  Specific Modifiers: Any Mundane Object (+¼); Requires roll against skill 
  needed to create object ( ¼), Only until caster is asleep or falls 
  unconscious (-¼).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  PROBE EMOTIONS
  This spell enables the caster to send emotions, and enables the caster to read 
  deeper emotions than he can with a simple Read Emotions spell. Probe Emotions 
  can enable the caster to engage in basic communication even if he doesn't know 
  the target's language. This spell could also be helpful in dealing with animals, but 
  its range is limited, which can make this somewhat risky.
  Power: 8d6 Telepathy
  Specific Modifiers: Reduced by range (-¼), only emotions (-½).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  PRODUCE FLAME
  This common spell allows the caster to create a small flame that he can use to 
  start camp-fires, light pipes, set the stage for larger spells, etc.
  Second Power: 1 pt RKA
  Specific Modifiers: Doesn't work in rain or underwater (-¼), No Range (-½)
  .
  Active Cost = 5 points END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase.
  
  PRODUCE SMALL ANIMAL 
  When this spell is cast, the Conjurer reaches into a hat, sack, or other container, 
  and pulls out an animal the size of a dog or smaller. The animal will have an 
  above average intelligence for its species, and must be known by the Conjurer. 
  The summoned creature must be feral, but it could be tamed given proper care 
  and affection.
  Power: Summoning (100 pts, creature will have +2 INT for its species)
  Specific Modifiers: Any Small, Untamed Animal (+¼); OAF - Bag or other 
  hollow container, must be large enough to pass creature (-1).
  Active Cost = 25 points. END Cost: (6); Magic Roll: -6; Casting Time: ½ 
  phase.
  
  PROJECT VOICE
  When using this spell, the magician can project his voice without effort, as this 
  magic will amplify his speech so that it is heard clearly even at some distance.
  Power: Images (Sound)
  Specific Modifiers: 128" cone (+1+½); Only to carry any voices from a 4" 
  radius area (-½).
  Active Cost = 25 points. END Cost: (2); Magic Roll: -2; Casting Time: ½ 
  phase.
  
  PROTECTION FROM FIRE 
  This spell will protect the caster and up to four others against the effects of heat 
  and flame. The protection remains in effect as long as the caster maintains the 
  spell and the others stay within sight.
  Power: +10 ED Force Field
  Specific Modifiers: Usable by Others (four, at range, +1+½), Half END 
  (+¼); Only against heat and flame (-1), Will not work in rain or underwater 
  (-¼).
  Active Cost = 27 points; END Cost: 1; Magic Roll: -3; Casting Time: ½ 
  Phase.
  
  PROTECTION VERSUS MAGIC
  The spell creates a field around the caster which dampens the effect of most 
  magic spells.
  First Power:  5 PD / 5 ED Force Field 
  Specific Modifiers: only works against magical attacks (-1)
  Second Power: 5 points Power Defence
  Third Power: 5 points Mental Defence
  Fourth Power: 5 points Flash Defence
  Specific Modifiers: Linked (For Power, Mental, and Flash Defence, -½), 
  Costs END (For Power, Mental, and Flash Defence, -½).
  Active Cost = 10 + 5 + 5 + 5 points; END Cost: 2; Magic Roll: -2; Casting 
  Time: ½ Phase
  
  PSIONIC NEXUS 
  This spell allows the caster to create a mental network between up to sixteen 
  cooperative individuals, with the caster serving as the message relay. The caster 
  must have the cooperation of all the targets before using this spell. The nexus 
  can be maintained at any distance or dimension from the caster, but it costs a 
  steady four points of END to maintain.
  Power: Mind Link, Any Sixteen Targets, Any Distance, Any Dimension
  Specific Modifiers: Costs END to use (-½), Requires Magic Skill Roll (-½), 
  Extra Time: Phase (-½). 
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.
  
  PSYCHIC BLAST 
  Wave after wave of intense mental energy radiate from the target hex, blasting 
  any thinking beings in the immediate vicinity. This spell is especially fatiguing to 
  the caster, and requires concentration to maintain.
  Power: 4d6 EGO Attack
  Specific Modifiers: Explosion (+½), Personal Immunity (+¼); ½ DCV 
  Concentrate Throughout (-½), x2 END (-½), Requires Magic Skill Roll (-½), 
  No Range (-½) Extra Time: Phase (-½). 
  Active Cost = 52 points. END Cost: 10; Magic Roll: -5; Casting Time: 1 
  phase.
  
  PSYCHOKINESIS
  This simple spell allows the caster to manipulate objects in his vicinity. It is 
  useful for retrieving items from hard to reach places, or performing dangerous 
  actions from a safe distance.
  Power: 10 STR Telekinesis with Fine Control.
  Specific Modifiers: Affects Whole Object (-¼), Extra Time: Full Phase (-½)
  . 
  Active Cost = 15 points; END Cost: 1; Magic Roll: -1: Casting Time: 1 Phase
  
  PSYCHOMETRY
  This spell enables the mage to determine the origin, history and purpose of any 
  item, or place that he desires. The mage has but to cast his spell, and touch the 
  object for the spell to take effect. Obscure items may be more difficult to 
  analyse
  Power: Detect Purpose, Origin and History of Objects, Discriminatory, +6 
  PER
  Specific Modifiers: No Range (-½)
  Active Cost = 21 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  PURIFY AIR
  This spell cleanses the air of any impurities, making it safe to breathe.
  Power: Life Support, need not breathe
  Specific Modifiers: Usable by Others (+½), Area Effect Radius (2", +1), 
  Continuous (+1), Costs END (-½), only to counter noxious gases (-¼).
  Active Cost = 35 points; END Cost: 2; Magic Roll: -2; Casting Time: 1/ 2 
  Phase
  
  PURIFY BODY
  The spell eliminates any curse of evil magic placed upon the target. 
  Power: 11d6 Dispel
  Specific Modifiers: Affects any single magical spell (+¼); Only on the 
  following powers when they are used on people: Drain, Transform, Mind 
  Control, Mental Illusion, Dispel and Suppress (-1), Gestures (-¼).
  Active Cost = 41 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  PURIFY NOURISHMENT AND DRINK
  When this spell is cast, a golden light surrounds the targeted nourishment or 
  drink, cleansing it of impurities. Note that this effect is primarily cosmetic; it 
  won't neutralize poisons, for example (although it might make them taste 
  better..).
  Power: 8d6 Cosmetic Transform - contaminated food or drink to an 
  uncontaminated form.
  Specific Modifiers: Extra Time: Full Phase (-½). 
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: Full 
  Phase
  
  PURIFY WATER
  This spell purifies one cubic foot of water to make it drinkable. This spell will 
  remove any poisons and could be used to turn salt water to fresh water.
  Power: 5d6 Minor Transformation
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ phase
  
  PUTRIFY 
  This spell will cause any pile of garbage or decaying matter to emit a powerful 
  putrid odour, causing revulsion and hiding any fainter scents that may be in the 
  air. The odour can be sensed from outside the effective area, and hence avoided.
  Power: 1d6 Flash (Olfactory Sense)
  Specific Modifiers: Area Effect (3" Radius) (+1+¼), ½ END (+¼), 
  Uncontrolled (+½); Can sense odour outside effective area (-¼), OAF, Pile 
  of garbage or decaying matter, bulky (-1 ½). 
  Active Cost = 30 points. END Cost: 1; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  PYOSIS 
  This spell will cause wounds to become infected, swell up painfully, and fill with 
  pus. This will leave the victim feeling tired and sickly for several days.
  Power: 2d6 STUN Drain
  Specific Modifiers: Recover 5 per Day (+1+¼); No Range (-½), Target must 
  have lost BODY (-¼).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  Q
  
  QUENCH BRIGHT MAGIC
  The caster creates a globe of darkness that extinguishes all fire-based or light-
  based magical effects. The caster holds a small tinder; it flares brightly before it 
  is consumed to ash
  Power: 10d6 Dispel
  Specific Modifiers: Works against all light and fire based spells in area 
  (+2), Area of effect 9" radius (+1), Extra Time: Full Phase (-½) OAF, 
  Expendable (Tinder, -1). 
  Active Cost = 120 points; END Cost: 12; Magic Roll: -12; Casting Time: 1 
  Phase
  
  QUICK HEAL
  This spell enables the caster to augment his own natural healing ability. The 
  healing is not instantaneous, but does shorten the time required to heal.
  Power: Regeneration, +2 BOD per Turn
  Specific Modifiers: Spell Costs END to cast (-¼). 
  Active Cost = 20 points. END Cost: (2); Magic Roll: -2; Casting Time: ½ 
  Phase
  
  QUICK RUN
  When this spell is cast, the caster's legs gain tremendous speed.
  Power: +10" Running
  Specific Modifiers: Costs END (-½).
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase 
  
  QUICKEN TIME
  When this spell is cast, a time field is created that speeds up everyone in the 
  area of effect.
  Power: 3d6 Aid to SPD
  Specific Modifiers: Usable at range (+½), Area effect radius (2", +1).
  Active Cost = 75 points; END Cost: 7; Magic Roll: -7; Casting Time: l/2 
  Phase 
  
  QUICKENING
  This unusual spell allows the caster to absorb the energy of physical attacks 
  against him and use it to move more quickly (by raising his Dexterity). When this 
  spell is in effect, the caster faintly glows silver; when he is struck, there is a 
  flash of white light.
  Power: 5d6 Absorption to DEX
  Active Cost = 25 points; END Cost: 0, Magic Roll: -2; Casting Time: ½ Phase
  
  R
  
  RACNALD'S RICOCHET
  This interesting spell was originally devised (or so the tale goes) by the mage 
  Racnald for flushing out recalcitrant goblin servitors from under the furniture. 
  When cast, a silver bolt flies from the caster's hand. However, it does no damage 
  to inanimate objects, but bounces off them until it finds a living target or until 
  the bolt reaches its maximum range. If the caster fails to hit his target the spell 
  bounces straight back at him.
  First Power:  6d6 EB
  Specific Modifiers: Side Effects (Same attack, bounces in caster's 
  direction, -½), only affects living targets (-¼), Side effect triggered by 
  failed combat roll (-¼)
  Second Power: + 5 levels (only for bouncing attack or as a bonus in 
  enclosed spaces)
  Specific Modifiers: only to bounce or in enclosed spaces (-½), linked to EB 
  (-¼) 
  Active Cost = 30 + 25 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  Phase 
  
  RAIN STORM
  This spell allows the caster to cause a large amount of rain to fall in a small, 
  concentrated area. These rains quench the flames of any fires in the area.
  Power: 2d6 Suppress
  Specific Modifiers: Affects any Fire Powers (+2), One Hex Affect (+½), 
  Extra Time: full Phase (-½), Will not function in Enclosed Environments (-1)
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: 1 phase
  
  RAPID INTOXICATION
  This spell causes one creature touched during the spell’s casting to instantly 
  become extremely susceptible to intoxication during the next day. A creature in 
  this state will become rapidly drunk no matter what strength of alcohol they are 
  drinking. The victim is generally not aware of the spell’s existence on their 
  person, and may be puzzled by their lack of tolerance. 
  Power: 3d6 CON Drain
  Specific Modifiers: Invisible effect (+¼), Points return delayed 1 day (+1 
  ¼); Only for CON rolls to assess drunkenness (-1 ½).
  Active Cost = 70 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ Phase
  
  RE-DIRECT MAGIC
  Using this spell, a mage can power his own spells with the magical energy 
  provided by an attacker. When activated, this spell will channel part of the 
  power of an attacker's spell to the mage. 
  Power: 5d6 Absorption, Energy To END
  Active Cost = 30 points. END Cost: 0; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  READ EMOTIONS
  By casting this spell a mage can for a time determine what emotions people 
  around him are feeling. Note that this is not telepathy; it does not pry deep into 
  the target's mind. However, it is capable of picking up surface emotions.
  Power: Detect Emotions, at range, discriminatory, +2 to PER Roll
  Specific Modifiers: Costs END (-½)
  Active Cost = 17 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  REALM OF THE EARTH 
  The earth is alive with creatures rarely seen by surface dwellers. The power to 
  move through the ground can be useful for entering an area unseen, or digging 
  out of a landslide or avalanche. Upon casting this spell, the limbs of the wizard 
  thicken and grow hard digging claws.
  Power: 4" Tunnelling through 1 DEF
  Specific Modifiers: Reforms the body into part human, part animal form 
  (-½). 
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  REALM OF THE GREAT
  The great creatures of the Earth are widely revered by common and noble 
  people. This spell confers the massive strength and physical nature of one of 
  these animals. The body of the wizard changes in two ways. First the body 
  becomes larger, secondly the face takes on a mask-like quality resembling the 
  totem animal used by this wizard.
  Power: Growth (8 meters, 6,400 kg, +6 BODY, +30 STR, +6 STUN, DCV 4, 
  PER +4, Reach +2, KB -6)
  Specific Modifiers: Limitation: Reforms the body into a part human, part 
  animal form (-½)
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  REALM OF THE HUNTER 
  Successful hunting animals have excellent senses, which they can use to track 
  their prey. Upon casting this spell, the head of the caster takes on the features 
  of his totem hunting animal. 
  Power: +3 PER All Senses, Tracking Scent
  Specific Modifiers: Reforms the body into part human, part animal form 
  (-½). 
  Active Cost = 19 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  REALM OF THE SMALL
  The world of small animals and insects is amazing to behold. The power to 
  become smaller can be incredibly useful as a spying device, or in the recovery of 
  objects dropped in holes.
  Power: Shrinking (5" tall, PER -8, CV +8, KB +12")
  Specific Modifiers: Extra time (½ phase, -¼).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  REALM OF THE WATER
  The lakes, seas and oceans are stocked with life that surface dwelling animals 
  can scarcely imagine. This spell gives its user a set of gills and a more 
  streamlined physique. The wizard can operate just as well in and out off water, 
  but should feel some discomfort in the gills if they are in the air for more than 10 
  minutes.
  First Power:  Swimming +8" 
  Second Power: Life Support (Breath Water)
  Specific Modifiers: Linked to swimming (-½)
  Combined Specific Modifiers: Visible (-½), Limitation: Reforms the body 
  into a part human, part animal form (-½), Extra time (½ phase, -¼), Side 
  effect 2d6 if out of water more than 2 minutes (-½).
  Active Cost = 16 + 5 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase
  
  REGAIN HEALTH
  This spell gives the affected person increased ability to heal naturally at a much 
  faster rate. The caster holds the person's hand and increases their natural healing 
  ability. The caster must occasionally return in order to maintain this increased 
  healing.
  Power: 3d6 Aid to REC
  Specific Modifiers: Return rate once per 5 hours (+1), Extra Time: 1 Turn 
  (-1)
  Active Cost = 60 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Turn
  
  REMAIN CONCIOUS
  This spell is used by mages when they expect some extremely trying 
  circumstance. When cast, the mage must specify what circumstance will trigger 
  the power.
  Power: 6d6 Aid to STUN
  Specific Modifiers: Trigger (+¼); Only on self, (-¼). 
  Active Cost = 75 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  REMOVE ENERGY
  Sorcerers using this spell have the ability to drain an enemy's power. The caster 
  usually prefers to steal this energy, but this spell removes more power from its 
  target than the sorcerer’s ability to absorb magic. This spell is, therefore used 
  when the mage wishes to remove large amounts of energy from an enemy.
  Power: 8d6 END Drain
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  REPEL UNCLEAN
  The caster creates a glimmering golden wall that prevents the passage of the 
  unclean. Whatever part of the wall touched by the unclean has black swirls 
  spread out from that point.
  Power: 10 PD Force Wall
  Specific Modifiers: Transparent to Energy Attacks (+½), Only versus the 
  Unclean (-1).
  Active Cost = 37 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  RESIST HEAT
  This spell enables the caster to resist high temperatures.
  Power: Life Support: Immunity to Extreme Heat
  Specific Modifiers: 0 END Persistent (+1).
  Active Cost = 4 points. END Cost: 0; Magic Roll: -1; Casting Time: ½ Phase
  
  RESIST INTOXICATION
  This handy spell is used by many a spell caster when he wants to keep a clear 
  head. No matter how much he drinks, it will have no more effect on him than if 
  he drank water.
  Power: Immunity (to alcohol)
  Specific Modifiers: Costs END (-½), Extra Time: Full Phase (-l/2). 
  Active Cost = 3 points; END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase
  
  RESIST MAGIC
  Spell casters, possessing the abilities they do, are capable of preparing 
  themselves to resist attacks of a magical nature. They, therefore, possess the 
  ability, through the use of this spell, to resist a portion of all incoming magical 
  attacks.
  Power: 50% Damage Reduction vs type (all magical attacks)
  Specific Modifiers: Spell Costs END (-½). 
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3 Casting Time: ½ phase
  
  RESIST PAIN
  With this spell, the caster can compel his physical body to ignore minor - or 
  even, to some extent, major - injuries, allowing him to function with a clear 
  head despite injuries.
  Power: 25% Resistant PD/ED Damage Reduction
  Specific Modifiers: Costs END to cast (-¼), Only for STUN (-½), Spell Costs 
  END (-½). 
  Active Cost = 30 points. END Cost: (3); Magic Roll: -3 Casting Time: ½ 
  phase
  
  RESIST PAIN
  The casting of this spell gives those in the area of effect (up to 4 people, 
  including the caster) the ability to ignore most pain.
  First Power:  1d6 Aid to Stun
  Second Power: 1 d6 Aid to PD
  Specific Modifiers: Linked to Stun Aid
  Combined Specific Modifiers: Area of Effect (variable, +1), x2 Area of 
  Effect (4 hexes) (+¼), Recovery rate once per minute (+¼), usable by 
  others (+¾).
  Active Cost = 32 + 32 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase
  
  RESIST THE FURY OF NATURE
  This spell allows the caster to function in otherwise punishing environments, 
  including intense heat or cold, strong winds, sunburn, crashing surf, poison gases, 
  and underwater. The mage is protected by repeated bands of glowing gold light 
  which move down from his head to the ground, increasing speed as the 
  environment grows harsher.
  First Power:  -10" Knockback Resistance
  Specific Modifiers: Only versus wind or water (-1). 
  Second Power: Life Support (Intense Heat/Cold, High Pressure, self 
  contained breathing)
  Specific Modifiers: Linked to Knockback Resistance (-½).
  Active Cost = 20 + 16 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  RESISTANCE
  This spell allows the caster to resist interrogation and questioning, by distancing 
  his mind from the discomforts of his body 
  Power: +10 to EGO roll vs interrogation
  Specific Modifiers: Costs END (-½)
  Active Cost = 10 points; END Cost: 1; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  RESISTANCE TO COLD
  This spell will protect up to four targets against the effects of cold, whether 
  normal or magical. The protection remains in effect as long as the caster 
  maintains the spell and the others stay within sight.
  First Power:  +10 ED Force Field
  Specific Modifiers: Half END (+¼); Only against cold (-1).
  Second Power: Life support: resistance to extreme cold
  Combined Specific Modifiers: Usable by Others (four, +¾).
  Active Cost = 20 + 3 points; END Cost: 1; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  RESTORE BODY
  This spell enables the caster to restore a person's physical condition back to 
  normal.
  Power: 3d6 Healing to physical characteristics
  Specific Modifiers: Any one physical characteristic (STR, DEX, CON, COM, 
  PD, ED, SPD, REC, or END) (+¼), Extra Time: full Phase (-½).
  Active Cost = 38 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase
  
  RESTORE LIMB 
  A crushed or severed limb is a tragedy for anybody, but especially the 
  overworked peasant farmer who must labour from dawn to dust. This spell allows 
  the wizard to magically knit the shattered limb back together, holding it in place 
  until the body can repair itself. The limb can be used while healing, but it will 
  not be fully functional for several months
  Power: Extra Limbs
  Specific Modifiers: Single Continuing Charge lasting One Year (Cancelled 
  when limb is finished healing) (+1); Costs END to cast (-¼), Only to repair 
  injured limb(s) (-½), Limb at -5 STR, recover 1 per month (-¼), x3 END (-1)
  Active Cost = 13 points. END Cost: (3); Magic Roll: -1; Casting Time: ½ 
  phase.
  
  RESTORE MIND
  This spell enables the caster to restore a person's mental condition back to 
  normal.
  Power: 3d6 Healing to mental characteristics
  Specific Modifiers: Any one mental characteristic (INT, EGO, or PRE) (+¼), 
  Extra Time: full Phase (-½).
  Active Cost = 38 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase
  
  RESTORE SENSES
  This spell enables the caster to restore a person's senses back to normal.
  Power: 3d6 Healing to Senses
  Specific Modifiers: Any one Sense (PER rolls, IR vision, etc.) below normal 
  (+¼); Extra Time: full Phase (-½).
  Active Cost = 38 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase
  
  RETRIBUTION
  The caster uses his power to strike down all those who would attack him. Anyone 
  who hits the caster in hand-to-hand combat is struck by a magical blast of 
  energy.
  Power: 1 ½d6 RKA (Energy)
  Specific Modifiers: Damage Shield (+½), continuous (+1), The damage can 
  only do damage equal to the damage done by the attacker (-¼), not on 
  own attacks (-½).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ phase
  
  REVERSE EMOTIONS
  This spell causes the subject to completely reverse their current emotional state. 
  Hatred becomes adulation, sadness becomes joy, boredom becomes fascination, 
  and so on. The reaction depends on the type and intensity of the emotion. The 
  caster must be able to converse with the subject in order to effect the emotion 
  reversal.
  Power: 10d6 Mind Control
  Specific Modifiers: Only to Reverse Emotional State (-½), Requires 
  conversation (-½).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  REVIVIFY WOOD 
  This spell will revivify any type of plant matter no matter what its condition, 
  allowing it to grow into a plant of a type identical to the original. Thus spears, 
  doors, even wood shavings, will sprout leaves and flowers and if put in contact 
  with the earth during the duration of the spell, will take root. Rooted, revivified 
  wood will then grow as a normal plant. If the enlivened object is kept from soil 
  until the spell has ended, the leaves will gradually wither just as a branch 
  removed from a tree would.
  Power: 6d6 Minor Transform (Dead wood to living plant)
  Specific Modifiers: Gradual effect (1 hour, -2), OIF - wood of the desired 
  type (-½).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  RING OF STEEL
  Upon casting this spell, flashing scimitars appear in a ring of hexes 2" from the 
  target hex, and they proceed to whirl about, slashing any who enter. Those who 
  stay within the outer ring of hexes are protected and remain untouched by the 
  blades. Because of the lethal nature of this spell, it requires additional effort to 
  maintain.
  Power: 1d6+1 RKA
  Specific Modifiers: Area Effect (2" Radius, Non-selective, +¾), Hole in the 
  Middle (+¼); x2 END (-½). 
  Active Cost = 40 points; END Cost: 8; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  RING OF SOLITUDE
  Using this spell causes a small area to be cast into the deepest shadow. It also 
  causes any noise made in the area to be inaudible to those outside of the Ring of 
  Solitude. The caster is fully able to see and hear within the area of effect.
  Power: Darkness vs. hearing and sight groups
  Specific Modifiers: Personal Immunity (+¼).
  Active Cost = 25 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  RIP SPACE
  The caster creates a "rip" in space which can appear anywhere (within range) and 
  will cause the target to be teleported a short distance. This spell is very difficult 
  to use properly and takes extra concentration and time.
  Power: 10" Teleportation
  Specific Modifiers: Usable against others (+1), Usable at range (+ ½) - 
  Activation roll 14- (-½), Concentrate: 0 DCV while casting (-½), Extra 
  Time: Full Phase (-½).
  Active Cost = 50 points; END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase
  
  RISING COLUMN
  Upon casting this spell, a column (of whatever elemental force the caster 
  commands - earth, rock, ice etc.) begins to rise out of the ground, lifting 
  anything standing on the hex. This column wraps any rooted objects inside the 
  column without lifting them out of the ground.
  Power: 2d6 Entangle
  Specific Modifiers: Area Effect (hex, +½), Continuous (+1); Lifts any 
  objects not rooted in hex (-½).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  Phase.
  
  ROCK FIST 
  This spell turns a hand of the Wizard to stone, allowing him to wield his fist like a 
  club.
  Power: +2d6 Hand-to-hand damage
  Specific Modifiers: Hand Attack (-½).
  Active Cost = 10 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  Phase.
  
  ROLLING STONE
  Upon casting this spell, the Wizard curls up in a ball and begins rolling down a 
  slope, picking up speed as he goes. The spell ends when the caster reaches level 
  ground, or gradually comes out of the curled position and tumbles to a stop. The 
  Wizard has some control over his descent, but must drop at least 1" for each 2" of 
  lateral movement. 
  Power: 10" Gliding (40" non-combat)
  Specific Modifiers: Costs END to use (-½), Only to descend a slope with 1" 
  drop per 2" lateral movement (-½), 
  Active Cost = 15 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  ROLLING ROCK 
  The Wizard can use this spell to move a massive boulder of stone weighing up to 
  1.6 tons (1" diameter boulder) about, crushing everything in its path. The rock 
  has a maximum movement rate of 8" across level soft ground or 10" across a hard 
  surface, and has turn mode with a limit of 2 turns. Whenever the boulder enters 
  a hex containing a target, make a 6d6 Punch Attack using the 30 STR TK. For 
  each 2" of movement rate, the boulder causes an additional 1d6N damage. 
  However, the rock is also -1 OCV per 1" of movement.
  Power: 30 STR Telekinesis
  Specific Modifiers: Area Effect (Any Area, Non-selective, +¾), Continuous 
  (+1); Only to move rock along ground (-½), Area must follow line of 
  movement (-½), Must continue from last hex (-½), (+1d6N Damage per 2" 
  Move, -1 OCV per 1" Move, 0), (-1" area across soft surface, +1 area across 
  hard surface, 0). 
  Active Cost = 124 points; END Cost: 12; Magic Roll: -12; Casting Time: ½ 
  Phase.
  
  ROPE TRICK 
  This useful spell creates a temporary pocket of extradimensional space where 
  the Wizard and his friends can rest for a few hours. The portal to the pocket 
  appears at a selected height above the ground, and the end of the rope will rise 
  up to meet it. The rope can be drawn through the portal to hide it from view, 
  but one end will always remain attached to the opening. The pocket is extremely 
  utilitarian, being some 3" square with smooth grey sides. The portal will admit up 
  to 16 human-sized beings into the pocket, including the Wizard. It can then be 
  closed from the inside to hide any trace of the spell. When the spell expires, the 
  contents of the pocket are rudely ejected through the portal. The interior begins 
  to shimmer slightly a turn before it expires.
  First Power:  Extra-Dimensional Travel (Utilitarian Pocket)
  Specific Modifiers: Usable by 16 Others (+1+¼); Can only access pocket 
  through single portal (-½).
  Second Power: STR 10 Telekinesis
  Specific Modifiers: Only to lift rope to portal (-½), Linked to 
  Extradimensional Travel (-½). 
  Combined Specific Modifiers: Costs END to Start (-¼), Single Continuing 
  Charge lasting 5 hours (Detach rope from portal to terminate, -¼), OAF - 
  length of rope (-1), Extra Time: 1 turn (-½). 
  Active Cost = 45 + 15 points. END Cost: (6); Magic Roll: -6; Casting Time: 1 
  turn.
  
  ROT WOOD 
  Any non-living wood in the target hex will becomes infested with termites, ants, 
  mould, and other sources of rot. The wood quickly becomes weak and brittle as a 
  result, losing the ability to support large loads or effectively block an opening. 
  Note that this spell can reduce a large number of paper scrolls to dust, but it has 
  no effect on vellum parchment or stone tablets.
  Power: 2d6 RKA
  Specific Modifiers: Area Effect (Hex) (+½); No knockback (-¼), No STUN 
  (-½), Only versus non-living wood (-1), Gradual Effect (1 Hour) (-1).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  RUBBERY TRANSFORMATION
  This spell transforms the caster temporarily so that he is extremely flexible, 
  bouncy, and rubbery. Blunt weapons, impact, and falling damage have little 
  effect in this state, but do double knockback on the wizard. Falling damage 
  causes the caster to bounce in a random direction as though the falling damage 
  did knockback.
  The caster can attempt to control the direction of his bounces (off walls, floors, 
  ceilings, people) by making a DEX roll at -5 (or acrobatics at -2) upon impact (but 
  only if he sees it coming). Bladed or piercing weapons do more damage to the 
  caster, but damage inflicted is still reduced. Magical attacks may or may not 
  injure the caster; heat, cold, and most energy will damage him normally, but 
  force attacks are resisted as blunt weapons.
  The mage's equipment is transformed in the same fashion, and remains rubbery 
  as long as he does. If the mage bounces into a person, he may do damage or 
  knock them over, at the GM's discretion.
  Power: Physical damage reduction (75% normal, 50% resistant)
  Specific Modifiers: Caster takes double knockback from physical attacks 
  (-½), Costs END (-½), protection reduced by 25% versus pointed/sharp 
  objects (-1).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  RUBBERY AURA
  This spell causes the mage to be surrounded by a field of magic, which causes 
  anything he touches to become unnaturally resilient and rubbery. In effect, 
  anything which comes in contact with the mage will become bouncy, stretchable, 
  and rubbery as detailed in the lesser spell Rubbery Transformation. However, 
  these things return to normal when they are outside of the mage's contact. Large 
  objects are only rubbery in a local area around the mage's touch, perhaps in a 
  radius of 1 metre from the mage's touch.
  This allows the mage to bend bars open, bounce on the ground like it was a 
  trampoline, and ignore most purely physical damage. A sword blow will flex into 
  uselessness when it hits the mage, and is sproinged right off his body. See the 
  Rubbery Transformation spell for details. 
  First Power:  Physical damage reduction (75% resistant)
  Specific Modifiers: Costs END (-½)
  Second Power: 5" Leaping
  Specific Modifiers: Linked to damage reduction (-¼)
  Third Power: 4d6 Transformation (minor - objects become rubbery)
  Specific Modifiers: Linked to damage reduction (-¼)
  Active Cost = 60 + 10 + 40 points; END Cost: 11; Magic Roll: -11; Casting 
  Time: ½ Phase
  
  RUST IRON 
  This spell will cause any iron within the hex target to rust, becoming weak and 
  brittle. Multiple applications of this spell will be required to weaken larger iron 
  structures. This spell has no effect on other metals or rust-proof ferrous alloys.
  Power: 1d6 RKA (Rust Iron)
  Specific Modifiers: Area Effect (Hex) (+½), Penetrating (+½); Only versus 
  Iron (-1).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  RUST METAL
  A mage can cause any metal to corrode rapidly, thereby weakening it and making 
  it more brittle.
  Power: 3d6 Body Drain
  Specific Modifiers: Points return 5 per Week (+1 ½); Only against metal 
  objects (-1), Extra Time: Full Phase (-½).
  Active Cost = 75 points; END Cost: 7; Magic Roll: -7; Casting Time: 1 Phase.
  
  S
  
  SAFE SHALLOWS
  Shallows can be treacherous things, hiding rocks and sand bars, which can run a 
  ship aground. The Safe Shallows spell exists so the wizard can sense the 
  sometimes labyrinthine routes of submerged topography. It is equally effective 
  when navigating through thick fog, dark rivers, and other conditions when plain 
  sight is useless.
  Power: Active Sonar
  Specific Modifiers: Costs END (-½).
  Active Cost = 15 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  Phase. 
  
  SAFETY NET
  Climbing can be hazardous, especially when working high off the ground. This 
  spell will create a net that will catch anybody who falls. Since the net is 
  triggered by a fall, this spell will remain invisible until activated, increasing the 
  thrills for an audience, or allowing a surreptitious backup.
  Power: 2" Gliding
  Specific Modifiers: Area Effect (Radius) (+1), Usable Against Others (+1), 
  Ranged (+½), 0 END Persistent (+1), Invisible Power Effects (Sight) (+½); 
  Only to catch falling objects (-1), Costs END to cast (-¼).
  Active Cost = 10 points. END Cost: (1); Magic Roll: -1; Casting Time: ½ 
  phase.
  
  SALWIN'S JOURNEY OF THE TORCH
  This spell allows the caster to step into a fire at one location and emerge from a 
  fire in a site up to 160km distant. The place must have been previously selected 
  by the wizard, and both fires must be lit at the time the spell is cast. If the 
  remote fire has died out, the spell fails but the caster still pays the END cost. 
  The spell provides no protection to the wizard from the flames, to which he will 
  be exposed for a phase.
  Power: Teleport (floating location, 160km range)
  Specific Modifiers: IAF immobile - 2 fires (-1-½), Extra Time: 5 minutes 
  (-2), Will not work in rain or underwater (-¼).
  Active Cost = 90; END Cost: 9; Magic Roll: -9; Casting Time: 5 minutes.
  
  SAND BLAST
  Upon casting this spell, everybody within the 5" cone is struck by a blast of fine 
  sand that seems to penetrate every opening. The primary effect is to make it 
  impossible to see anything because the eyelids must remain closed to prevent 
  damage.
  Power: 4d6 Flash (sight)
  Specific Modifiers: Area Effect (5" Cone, +1); No effect if eyes closed or 
  protected (-½),
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase.
  
  SCAR LAND
  By calling forth the mightiest powers of the four elements, the Wizards can use 
  this spell to wrack terrible upheaval upon a large stretch of land. What was once 
  fertile grazing land can be transformed into a barren desert, or a new island can 
  be brought forth out of a stretch of empty ocean. The upheaval greatly disturbs 
  weather patterns over the area, causing unusual fluctuations in the climate. 
  After a week, the land settles into its new form, but the weather may remain 
  unstable for many decades thereafter. The scarred land is within a 500km radius 
  of the target, and the spell can be cast from a distance of up to 1200km away.
  First Power:  Change Environment, long lasting (+20)
  Specific Modifiers: Varying effects (random weather fluctuations, +¼), 
  Megascale (1000 km, +1); Gradual Effect: 1 Week (-1-¾), Single charge (-2)
  , Linked to Transform (-½).
  Second Power: 2d6 Major Transform (Alter Landscape)
  Specific Modifiers: Any Terrain Features (+¼), Difficult to Dispel (+¼), 
  Cumulative (+½), Area effect (1 hex Megascale, 1000 km, +1 ½); Gradual 
  Effect: 1 Day (-1-½), 7 charges (-1).
  Combined Specific Modifiers: x 625 Increased Maximum Range (+1); Costs 
  END to cast (-¼), OAF - Large Quantities of Four Elements, Immobile (-2), 
  Extra Time: 1 hour (-2-½).
  Active Cost = 81 + 90 points. END Cost: (17); Magic Roll: -17; Casting Time: 
  1 hour.
  
  SCRY DEFLECTOR
  This ability protects the caster or a comrade from detection by any visual scrying 
  magic, including Clairsentience, Enhanced Senses, or visually Triggered spells. 
  However, the deflector will cease to function if the target uses magic employing 
  a focus.
  Power: Invisibility vs. Clairsentience and Detect, No Fringe
  Specific Modifiers: ½ END (+¼), Usable by Another at Range (+¾), Stops if 
  caster uses a Focus (-½).
  Active Cost = 80 points. END Cost: 4; Casting Time: ½ phase.
  
  SCRYSHIELD
  This spell turns aside other spells designed to allow magical scrying.
  Power: 3d6 suppress (against detection)
  Specific Modifiers: Affects all magical detection powers (+2).
  Active Cost = 45 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  Phase.
  
  SEA WIND
  When the skies are too calm, or in the frenzy of seaborne combat, an extra gust 
  of wind in the right direction can be very helpful. The wizard calls out the proper 
  incantation and flings his arm in the desired direction, as though he were 
  cracking a whip; and a powerful blast of air fills the sails. (Of course, sails are 
  entirely optional.) The radius of this spell is large enough to affect several ships 
  if they are close together.
  Power: Change Environment, Windy, 32" Radius
  Specific Modifiers: Extra Time: Full Phase (-½).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase
  
  SEARING DISK
  This spell conjures a white-hot, 6-foot wide floating disk of iron. The caster can 
  manoeuvre the disk about at a rate of 10" by mental command. The disk cannot 
  be moved farther than the above range, and can be stopped instantly, as if 
  inertialess, by the caster's command. It can be used to strike and pummel 
  creatures within range. If hit, the target will take damage from the impact and 
  heat. If used to pin a creature down (successful grab needed), the victim is 
  trapped by the disk, taking damage each from pressure and searing damage. Only 
  disruption of the mage's concentration can free the trapped creature if the mage 
  does not free them himself.
  Any cold-based attack or spell causing more than 5 points of damage directed at 
  the disk causes it to shatter from thermodynamic shock, instantly ending the 
  spell.
  First Power:  20 STR TK
  Specific Modifiers: Only 10" range (-¾), linked to RKA (-½)
  Second Power: 2d6 RKA (heat)
  Combined Specific Modifiers: ½ DCV Concentrate Throughout (-½), 
  Destroyed by cold-based attacks (-¼).
  Active Cost = 30 + 30 points; END Cost: 6; Mental Roll: -6; Casting Time: ½ 
  Phase
  
  SEARING TOUCH
  This spell causes the wizard's hands to turn white-hot - hot enough to pierce even 
  thick armour
  Power: 1d6 +1 RKA (Fire)
  Specific Modifiers: Armour Piercing (+½); No Range (-½).
  Active Cost = 30 points END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase.
  
  SECRET PATHS
  Once a wood mage enters a forest he can travel down the secret paths. Following 
  these paths the mage can make himself almost impossible to see, or follow.
  Power: Invisibility to sight and sound.
  Specific Modifiers: Reduced END (+¼); Only where plants can grow (-¼), 
  Only in the Forest ( ¼).
  Active Cost = 31 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  SEE FUTURE
  This spell is a more powerful version of Sense Future. When the spell is cast, the 
  caster gains the ability to see what may happen in the future. The vision may 
  come to the caster in a number of ways. Usually the caster goes into a deep 
  trance, and the vision passes through his mind. Alternately, an omen can occur, 
  giving the caster some clue as to future events.
  Power: Clairsentience (sight) into the future only
  Specific Modifiers: Extra time: 5 minutes (-2), Precognition only (-1), 
  Concentrate: O DCV while casting (-½).
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: 5 
  minutes
  
  SEEK MIND
  A mage casting this spell may seek out a mind familiar to him. Seek Mind tends to 
  give only vague hints about where the individual is, although a particularly lucky 
  magician may be able to find out more.
  Power: 6d6 Mind scan, +5 to roll
  Specific Modifiers: Concentrate: 0 DCV (-½), Extra Time: 1 minute (-1 ½),
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 minute
  
  SEIZE HIM!
  Stopping an enemy is fairly easy with the use of this spell. The caster has but to 
  command the world around a target to grab that person and it will be attempted. 
  The object grabbing the target can be anything, the ground, vines or a horse's 
  saddle, but whatever it is, it won't let go on its own unless them mage orders it 
  to do so.
  Power: 4d6 Entangle
  Specific Modifiers: OIF - loose items around target (-½), only up to DEF of 
  objects restraining target (-½).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  SENSE AIR CURRENTS
  This spell makes the caster aware of minute air currents, allowing him to detect 
  movement. It is not a 360 degree sense or a targeting sense, but is useful in the 
  dark. It is only blocked by airtight barriers. Thus, the caster cannot sense 
  movement beyond closed doors, through deep foliage, etc...
  The caster can also get information on the type of movement - how big an object 
  is moving, how many objects, and how fast. Individuals cannot be recognized, 
  and even different humanoid species are likely to be confused. The caster 
  couldn't tell the difference between a large cat and a small dog, for instance.
  Power: Detect Movement +2, Range, Discriminatory
  Specific Modifiers: Costs END (-½), Extra time (½ phase, -¼)
  Active Cost = 17 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  SENSE EARTH
  The caster can sense and identify different types of earth, stone and metal. This 
  includes precious metals and gems. Solid barriers do not block this sense, but 
  open space and living beings do. For instance, the caster could not sense gold in 
  a person's hand in the next room, but could sense it buried 20 feet straight down.
  The caster cannot tell if the substance has been worked or forged (but could 
  sense the purity of a metal). He could recognise a previously sensed item, such 
  as a sword or a jewel.
  Power: Detect (Range, Analyse)
  Specific Modifiers: Costs END (-½), Caster Must Have Connection to the 
  Earth (-¼)
  Active Cost = 18 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  SENSE FUTURE
  While this spell is operating, the caster probes into the future, looking for any 
  danger that may befall him. This spell is very inexact and the caster only gains a 
  vague sense that something bad is about to happen.
  Power: Danger Sense, works out of combat, any danger, immediate 
  vicinity.
  Specific Modifiers: Costs END (-½).
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: 0 Phase
  
  SENSE OF THE BAT
  The head of the caster becomes bat-like and his ears become larger and directed 
  forward. The wizard can even if blinded, catch a coin tossed in the dark or fight 
  at full effect in total darkness.
  Power: Active Sonar
  Specific Modifiers: Visible (-½), Limitation: Reforms the body into a part 
  human, part animal form (-½), Costs END (-½), Extra time (½ phase, -¼).
  Active Cost = 15 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  SENSE UNCLEAN
  This spell will let the caster know if the unclean are nearby. The "unclean" 
  include undead, demons, and other similar creatures.
  Power: Detect Unclean, Range, 360 degrees, +2 to roll.
  Specific Modifiers: Costs END (-½).
  Active Cost = 17 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  SERVANT VISION
  The caster can mentally join with a particular being, following its travels and 
  communicate any advice or instructions. The target must cooperate in order for 
  this spell to function, and the caster is unable to control the creatures actions 
  through this means.
  First Power:  Clairsentience (Sight and Sound Groups), +3
  Specific Modifiers: ½ END (+¼); Only through senses of other, other must 
  be willing (-¾), ½ DCV Concentrate to use senses (-¼).
  Second Power: Mind Link
  Specific Modifiers: Costs ½ END (-¼), Linked to Clairsentience (-½).
  Active Cost = 41 +10 points. END Cost: 2; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  SHADE
  This spell enables the caster to shade a large area from the heat of the sun. The 
  effect isn't significant on lighting in an area, but can prove useful in helping to 
  prevent sunstroke and heat exhaustion.
  Power: Change Environment
  Specific Modifiers: Shade in 64" Radius, 0 END (+½).
  Active Cost = 52 points. END Cost: 0; Magic Roll: -5; Casting Time: ½ 
  Phase.
  
  SHADES
  A band of silken darkness forms across the eyes of the caster, protecting him 
  from the blinding effects of bright light. His vision will otherwise be unaffected, 
  although the glare from reflecting surfaces will be reduced to a comfortable 
  level.
  Power: 5 pts. Flash Defence
  Specific Modifiers: Costs END to maintain (-½)
  Active Cost = 5 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ phase.
  
  SHADOW
  The caster creates a field of illusory darkness with a 2" radius, which is 
  impervious to normal sight.
  Power: Darkness to normal sight, +1" radius
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  SHADOW CLOAK
  This is a long and difficult spell in which the caster's black silk cloak turns into a 
  shadow. This shadow hides the mage from sight and no sound may penetrate its 
  barriers. Only in direct sunlight is the caster detectable due to a magical shadow.
  Power: Invisibility, normal sight, normal hearing, no fringe
  Specific Modifiers: 0 END Cost (+½); Casts Shadow in direct sunlight (-½), 
  Extra Time: 1 Minute (-1 ½).
  Active Cost = 52 points; END Cost: 0; Magic Roll: -5; Casting Time: 1 Minute
  
  SHADOW DEMON
  The caster summons a shadowy demon which can strike at a foe. The demon 
  itself must be summoned in an area of shadows. After being summoned it strikes 
  with blinding speed at its target, disappearing after the attack.
  Power: 1 ½d6 RKA (Physical)
  Specific Modifiers: Indirect, any location, any direction (+¾), Attack must 
  originate from shadows within 3" of the target (-½), Extra Time: One Phase 
  (-½)
  Active Cost = 44 points. END Cost: 4: Magic Roll: -4 Casting Time: 1 Phase
  
  SHADOW FORM
  The character transforms into a two dimensional shadow which continues to 
  match his form and profile as he moves about. The strange moving shadow is 
  difficult to perceive at night but stands out more prominently in full daylight. 
  While in this form, the character can pass through small cracks and holes in 
  surfaces, but not through a sealed barrier. He is still vulnerable to light or fire-
  based attacks, but not to most other attack forms.
  Power: Desolidification (Affected by light and fire-based attacks)
  Specific Modifiers: Only through gaps in solid objects (-¼), (-2 to others 
  PER in darkness, +2 PER in daylight) (+0).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  SHADOW MASK
  This spell - a favourite of mages who employ darkness-related spells - masks the 
  visage of its caster in impenetrable darkness. Through this mask, he is able to 
  perceive things hidden in darkness, breathe easily under any conditions and is 
  protected from bright glares.
  First Power:  5 pts. Flash Defence
  Specific Modifiers: Costs END to maintain (-½)
  Second Power: Life Support, self contained breathing
  Specific Modifiers: Costs END to maintain (-½)
  Third Power: Images
  Specific Modifiers: Only to maintain a mask of darkness (-2)
  Fourth Power: Nightvision
  Active Cost = 5 + 10 + 10 + 5 points. END Cost: 3; Magic Roll: -3; Casting 
  Time: ½ phase.
  
  SHADOW SPY
  The caster can employ any shadow that is visible and within range of this spell to 
  serve as a spy. Once the spell is cast, he can both see and hear anything 
  observed by that shadow, even if it belongs to a moving creature or target. When 
  no light source is present to cast the shadow, such as after dusk, this spell will 
  cease to function.
  Power: Clairsentience to Sight and Sound, x4 range
  Specific Modifiers: Only to the current location of a targeted shadow (-½).
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  SHADOW WALK
  Developed for purposes of stealth and escape, the Shadow Walk spell allows the 
  caster to step into a shadow and emerge from another shadow.
  Power: 10" Teleport
  Specific Modifiers: Only from one shadow to another (-½).
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: l/2 
  Phase
  
  SHAKEDOWN
  This attack spell is very useful, and also rather humorous The caster commands 
  the clothing and possessions carried by his target to come to life and move back 
  and forth violently. This has the effect of shaking the target silly. The spell will 
  not work on someone wearing very heavy armour (8 DEF or greater), or anyone 
  magically shielded.
  Power: 2d6 EB
  Specific Modifiers: NND, Defence is heavy armour or force field (+1), OIF 
  items on target (-½).
  Active Cost = 20 points. END Cost 2; Magic Roll: -2; Casting Time: ½ Phase.
  
  SHAPE ELEMENT
  This spell was developed by Wizards who wished to sculpt their own art, 
  weapons, armour etc. It may be applied to any (single) solid element (chosen 
  when the spell is learned). When this spell is cast upon a body of material, it 
  temporarily gains the consistency of clay. As long as the caster works on the 
  spell, the material will remain malleable.
  Power: 1d6 Transformation, Minor
  Specific Modifiers: Cumulative (+½), Variable (+1), Requires a skill to 
  shape the material (-¼).
  Active Cost = 25 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  Phase.
  
  SHAPE SHADOWS
  The spell caster can create and alter shadows within a 1" radius of the target 
  hex, although he cannot change the overall lighting level. This spell has little 
  practical use, other than as a distraction or for entertainment value.
  Power: Images to Sight
  Specific Modifiers: Only to create and alter shadows (-2).
  Active Cost = 10 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  SHAPE TREE
  This spell causes the target tree to reshape itself into a different form. The tree 
  can be shaped to form a small hut, a lower trunk free of branches, a regular or 
  unusual shape, or even a nest for a Roc or other large flying creature.
  Power: 8d6 Cosmetic Transformation (Reshape tree)
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  SHAPE WATER
  This spell allows the caster to shape a body of water into any immobile form that 
  will fit within two adjacent hexes. The water is held together by a weak force 
  wall which maintains the shape. This spell has few practical uses beyond serving 
  as a distraction or leaving markers. If the caster has PS: Artist, this spell can be 
  used to produce a good quality likeness. There is a similar spell that works with 
  gases, making them temporarily malleable.
  First Power:  1 PD/1 ED Force Wall (3" width enclosure)
  Second Power: Change Environment (wall of water)
  Specific Modifiers: Linked to Force Wall (-½).
  Combined Specific Modifiers: Continuous charge lasting for 5 hours (-¼).
  Active Cost = 10 + 10 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  SHAPECHANGE
  The essence of Body Manipulation, this spell allows the caster to physically 
  become any living creature from the size of a mouse to an elephant. When 
  combined with other spells, Shapechange allows the caster to simulate almost 
  anything. The caster may become other people as well, although it takes some 
  skill (Disguise Skill) to be able to impersonate another individual exactly.
  First Power:  Shape Shift (sight and touch, any animal)
  Specific Modifiers: Linked to shrinking (-½).
  Second Power: Growth (up to 30 points)
  Specific Modifiers: Linked to shrinking (-½).
  Third Power: Shrinking (up to 30 points)
  Specific Modifiers: Reduced END (+¼); Extra Time: 1 minute (-1 ½).
  Active Cost = 29 + 38 + 50 points; END Cost: 6; Magic Roll: -12; Casting 
  Time: 1 minute
  
  SHARE FLIGHT
  With this spell, the caster can hold the hand of another person and they can then 
  fly together. Working with another person makes this spell very tiring; it requires 
  significant concentration.
  Power: 5" flight
  Specific Modifiers: Usable by others (caster can continue to use the spell) 
  (+½), x4 END (-1 ½), Concentrate: 0 DCV constantly (-1), Extra Time: Full 
  Phase (-½).
  Active Cost = 15 points; END Cost: 4; Magic Roll: -1; Casting Time: 1 Phase
  
  SHARPEN WEAPON
  As a mage can harm an enemy, so can he help an ally. This spell enables the 
  mage to enhance the quality of his ally's sword by giving it a razor edge. The 
  mage simply rubs down the length of the weapon and it is ready for battle.
  Power: 2d6 Aid to HKA
  Specific Modifiers: Extra Time: Full Phase (-½).
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase
  
  SHIELD OF DELIVERANCE
  This spell allows the caster to make it more difficult for someone to teleport into 
  the vicinity of the target hex. This is often used by magi during a siege to 
  prevent the attackers from teleporting troops into a castle, or at least into 
  critical areas such as the gatehouse. The area warded from teleportation is 
  suffused by a faint golden mist.
  Power: 6d6 Suppress Teleportation
  Specific Modifiers: Explosion (lose 1d6 per 5", +1+½), ½ END (+¼).
  Active Cost = 82 points; END Cost: 4; Magic Roll: -8; Casting Time: ½ 
  phase.
  
  SHIELD OF PROTECTION
  Upon casting this spell, a transparent image of a shield will appear superimposed 
  upon the caster, and it will swiftly move to deflect any incoming ranged attacks. 
  Casting the spell requires concentration to maintain the shield.
  Power: +10 Missile Deflection – any missile
  Specific Modifiers: ½ DCV Concentrate (-¼).
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  SHOCKING TOUCH
  When this spell is cast, the Wizard becomes a reservoir for an electrical potential 
  which is discharged when the caster touches a grounded target with his bare 
  hand. After casting, a white aura covers the Wizard's palm, and small sparks of 
  electricity leak off into the air. The discharge will pass through conducting 
  materials, such as an iron rod or metal gauntlets, and can be combined with an 
  attack by such a weapon.
  Power: 3d6 RKA (Electricity)
  Specific Modifiers: Trigger (contact, physical or via conducting material, 
  +¼); No Range (-½), Does not work in water (-½), Requires Magic Skill Roll 
  (-½).
  Active Cost = 56 points; END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  SHORGA'S LIFT
  When a group of adventurers need to climb up or down a shaft, the Wizard can 
  use this spell to move the entire party to the next level. Lifting a large party is 
  fatiguing to the Wizard, costing twice the normal END. The lift will begin to 
  wobble slightly just before it winks out of existence.
  Power: 5" Flight
  Specific Modifiers: Usable on Others (up to 8, +1), Area Effect (2" Radius, 
  +1); Only for moving up or down (-¾), x2 END (-½),
  Active Cost = 30 points; END Cost: 6; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  SHRINKING
  This spell causes the caster to shrink to the size of an apple. This makes the 
  caster harder to hit, but much weaker. Like Growth, it takes the caster a full 
  Turn to cause his body to change in size, and it takes considerable effort to 
  remain shrunk.
  Power: Shrinking, 50 points (6 centimetres tall, weight 3.2 grams, PER 
  rolls against -10, DCV +10
  Specific Modifiers: ½ END (+¼); Caster's Strength is reduced by 25 (-½), 
  Extra Time: 1 Turn ( 1).
  Active Cost = 62 points; END Cost: 2; Magic Roll: -6; Casting Time: 1 Turn
  
  SIEGE WEAPON
  Mages are often hired in war to use this spell in particular. Siege Weapon is a 
  spell which mages use to tear holes in the sides of castle walls and gates. Once 
  cast, the hole remains open, making it an ideal entrance for soldiers.
  Power: 1" Tunnelling, +6 DEF
  Specific Modifiers: Tunnel stays open (+0)
  Active Cost = 33 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  SILENCE
  This spell allows a mage to become almost completely silent. This is a very useful 
  spell for sneaking around at night or when used in conjunction with the 
  invisibility spell. As with the invisibility spell, anyone close enough will notice the 
  utter lack of noise and be on guard.
  Power: Invisibility to hearing sense group
  Specific Modifiers: Extra Time: Full Phase (-l/2).
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase
  
  SILENT POWER
  The caster fashions a little charm that endows its owner with one greatly 
  enhanced Characteristic. This charm can be very useful under the right 
  circumstances, but it has one very large limitation: The person may not speak a 
  word, or the magic of the charm will be broken.
  Power: 4d6 Aid
  Specific Modifiers: Affects any 1 Characteristic (+¼), Return rate 5 
  pts./week (+1 ½), User must carry charm (-½), User must remain silent or 
  Aid vanishes (-1), Extra Time: 1 Turn (-1), IIF (charm ingredients, 
  Expendable) (-½).
  Active Cost = 110 points. END Cost: 5; Magic Roll: -5; Casting Time: 1 Turn.
  
  SILENT SPELLCAST
  After casting this spell, the gestures and incantations of the caster are thereafter 
  completely hidden from any viewers. This allows the Illusionist to prepare a 
  lengthy spell in complete secrecy.
  Power: Images, Sight/Sound
  Specific Modifiers: Trigger (Cast Spell) (+¼), Invisible Power Effects (All) 
  (+1); Only to hide spell casting gestures and incantations (-2), ½ DCV 
  Concentration (-¼).
  Active Cost = 34 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  SILVER BURST
  This spell is a most potent offensive weapon. Upon completing the spell, a burst 
  of up to five blazing white nodes of pure mystical essence shoot forth from a 
  point above the head of the caster toward the target(s). The caster must pay the 
  END cost for each bolt fired.
  Power: 2d6 RKA (5 Essence Bolts)
  Specific Modifiers: Autofire (+½), ½ END (+½), Armour Piercing (+½), 
  Indirect (+¼); No Knockback (-¼).
  Active Cost = 82 points; END Cost: 4 each; Magic Roll: -8; Casting Time: ½ 
  phase.
  
  SIMULACRUM
  This spell allows the wizard to animate a likeness of a creature or person. The 
  simulacrum (worth a maximum of 75 character points) is severely limited in its 
  skills, memories, and abilities compared to the original, and is incapable of 
  improving itself. The construction is under the complete command of the Wizard 
  who created it. The Simulacrum is constructed from a clay vessel, which roughly 
  matches the original being. The spell first animates the clay form, then gradually 
  transforms its external appearance until it looks almost identical to the original. 
  (Make an INT roll to determine how closely the two match. An Artisan skill can be 
  used to produce a better match.) Large beings will require several phases to 
  complete, but only the END cost of the Transformation is paid once the 
  Summoning is complete. If wounded, the Simulacrum oozes mud. If the caster 
  fails his Magic Skill roll, (if skill rolls are used) the simulacrum animates (before 
  the transformation has been completed) and attacks the Wizard.
  First Power:  Summon Simulacrum (75 point being)
  Specific Modifiers: Any Life Form (+½), devotedly loyal (+1); Less capable 
  than original (-½), Side Effects (Same summoning but the Simulacrum has 
  +10 EGO, has 20 points of Mental Defence against Mind Control, and hates 
  the caster) (-1).
  Second Power: 3d6 Cosmetic Transformation
  Specific Modifiers: Change to Anything (+1), Cumulative Attack (+½); No 
  Range (-½), Linked to Summon (-½), Only to match appearance of original 
  (-½).
  Combined Specific Modifiers: OAF - Original Creature, Clay Vessel (-1), 
  Extra Time - 1 Turn (-1), Clay likeness must have been prepared before 
  hand (-¼).
  
  Active Cost = 37 + 37 points; END Cost: 4 + 4; Magic Roll: -7; Casting Time: 
  1 turn.
  
  SINGLE PURPOSE
  Casting this spell successfully creates one of the most formidable opponents that 
  anyone could face. The caster fortifies his mind with a single purpose. All pain 
  and damage taken is ignored by the caster who will refuse to run away until his 
  goal is achieved. Unfortunately, the recipient of this spell becomes almost 
  zombie-like, unable to divert from his quest for a moment, to consider anything 
  else, or even to withdraw from the quest in the face of suicidal odds. Once the 
  spell is cast the only way to stop the recipient is to kill him, dispel the original 
  spell or use a mind control spell.
  (Note: although the recipient of this spell behaves as an automaton, he is still in 
  fact a living being, so can run out of END, and still be vulnerable to mental 
  powers).
  Power: Automaton: Takes no STUN
  Specific Modifiers: Usable by others (one individual at a time, +¼).
  Active Cost = 75. END Cost: 7; Magic Roll: -7; Casting Time: ½ Phase.
  
  SIZZLING WEB
  Cast like a circular fishing net made with strands of fire, this spell entangles the 
  target and continues to burn until he escapes or is released. The net has 2d6 
  BODY with zero PD/ED, and remains in place until the net BODY is reduced to 
  zero.
  First Power:  2d6 Entangle
  Specific Modifiers: Entangle and character both take damage (+¼); No DEF 
  (-1-½), linked to Energy Blast (-½).
  Second Power: ½d6 RKA (fire)
  Specific Modifiers: Continuous (+1), Uncontrolled (+½), 0 END (+½).
  Combined Specific Modifiers: Doesn't work in rain or underwater (-¼), No 
  knockback (-¼).
  Active Cost = 25 + 30 points; END Cost: (5); Magic Roll: -5; Casting Time: ½ 
  phase.
  
  SKATE
  This spell allows the Wizard to glide very rapidly across a relatively smooth snow 
  or ice surface. However, turning is difficult on such a slick surface, so skating has 
  a turn mode of 4. The Wizard must still pay the standard END cost of 1 point per 
  5" running each phase.
  Power: +10" Running
  Specific Modifiers: Costs END to start (-¼), Only across relatively smooth 
  snow or ice surface (-1), 4 Turn Mode (-¼).
  Active Cost = 20 points; END Cost: (2); Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  SKIN OF FLAME
  This causes the wizard to be covered with swirling blue flames. Although these 
  flames do not hurt the wizard or his clothes, they will burn anything he touches 
  or that touches him - like an attacker's weapon. This spell is especially effective 
  against animals, who will frequently avoid the wizard after one attack.
  Power: 1d6 RKA (fire)
  Specific Modifiers: Damage Shield (+½), Continuous (+1); Doesn't work in 
  rain or underwater (-¼).
  Active Cost = 37 points END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase.
  
  SKIN OF THE SNAKE
  The change in the caster is quite dramatic as the wizard's hair, nails and teeth 
  vanish, and the skin darkens and hardens into tight scales. The colours are fixed 
  for any given wizard, but almost any colours and patterning are possible.
  Power: 2 PD / 2 ED Force Field
  Specific Modifiers: Limitation: Reforms the body into a part human, part 
  animal form (-½), Extra time (½ phase, -¼), Costs END to cast (-¼).
  Active Cost = 4 points. END Cost: (1); Magic Roll: -1; Casting Time: ½ Phase
  
  SKULL SERVANT
  When cast upon a humanoid skull, this spell animates the head by binding the 
  original spirit and giving it limited powers of flight and observation. (See the 
  stats below.) The skull is mentally linked to the Necromancer and can serve as 
  his spy or scout. The skull retains a few fragments of its original knowledge and 
  personality, but lacks the willpower to resist the commands of its new master.
  Skull Servant
  A Skull Servant is a humanoid skull that has been animated to serve as a scout 
  and spy for a Necromancer. The skull is able to fly about, but can neither run nor 
  swim. While active, the eyes of the skull glow a sinister red.
  CHA
  VAL
  Cost
  Powers
  STR
  5
  27
  Shrinking (20 pts), Persistent, Always On (-4 to others' 
  Sight Perception, +6" KB)
  DEX
  15
  20
  Flight 5", Invisible Power Effects (All)
  CON
  10
  5
  Mind Link w/ Necromancer
  BODY
  5
  15
  Takes No STUN (Automaton)
  INT
  10
  15
  Does Not Bleed (Automaton)
  EGO
  0
  5
  1 pip HKA - bite
  PRE
  13
  9
  +2 PD, +4 ED Armour
  COM
  2
  40
  After Life Support (Does not eat, sleep or age, self 
  contained breathing, safe in high/low pressure, radiation, cold/heat, poisons and 
  diseases)
  
  PD
  3
  5
  Infra-red Vision
  ED
  5
  3
  Concealment 11-
  SPD
  3
  REC
  5
  -12
  -6" Running (0" Total)
  END
  0
  -4
  -2" Swimming (0" Total)
  STUN
  0
  Disadvantages
  25
  Distinctive Features (Not Concealable, Extreme)
  10
  1+1/2x BODY from blunt weapons (Common)
  15
  Phys. Limitation: No fine manipulation
  15
  1d6/Turn from Sunlight (Common)
  -53
  Creature Bonus
  OCV: 5; DCV: 5; ECV: n/a; Phases: 4, 8, 12
  Points = -41 + 128 = 87
  Power: Summon Skull Servant
  Specific Modifiers: Devotedly loyal (+1) Limitation: does not work in bright 
  sunlight (-¼), Limitation: does not work on ground sanctified to a "good" 
  religion (-¼), OAF - Humanoid Skull (-1).
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  SKUNK SPRAY
  The head of the wizard changes to a skunk-like form (black haired with a white 
  stripe) and he sprays the target with a powerful, malodorous liquid. Anybody 
  coming near the target, or his possessions, before the scent wears off, is repelled 
  by the strong odour Fortunately, the scent will eventually wash off, especially if 
  tomato juice is employed. The odour has no effect on creatures that have no 
  olfactory sense, or use an enclosed breathing apparatus.
  Power: Change environment, 4 “ radius (skunk stench; -3 to smell group, 
  1d6 EB, NND)
  Specific Modifiers: Costs END to cast (-¼), Single Continuing Charge lasting 
  1 day (Wash to remove, 0), Limitation: Reforms the body into part human, 
  part animal form (-½).
  Active Cost = 40 points. END Cost: (4); Magic Roll: -4; Casting Time: ½ 
  phase.
  
  SKYBRIGHT
  This spell allows the caster to illuminate the night sky as if the sun were shining. 
  The spell was originally developed to allow the more powerful Sun-mages more 
  flexibility in casting their spells. Its more common use, however, is impressing 
  primitive, and not so primitive, cultures.
  Power: Change Environment to sunlight (2” radius, +4 to PER rolls)
  Specific Modifiers: Megascale (1000 km, +1), 0 END Cost (+½); 
  Concentrate: 0 DCV (-½) Extra Time: 5 Hours (-1 ½), PER bonus only 
  cancels normal night penalties (-¼).
  Active Cost = 55 points; END Cost: 0; Magic Roll: -6; Casting Time: 5 Hours
  
  SLEEP
  The caster concentrates and reaches out with his mind to activate the sleep 
  centres of any creatures in the vicinity of the target hex. Those affected fall into 
  a deep slumber, and can only be awakened by a disturbance from a loud noise or 
  attack; or when rudely shaken awake by their comrades. The sleep spell is less 
  effective against creatures that are light sleepers or have no need to sleep.
  Power: 12d6 Mind Control
  Specific Modifiers: Explosion (+½), Telepathic Contact (+¼); Only to cause sleep 
  (-½), Mental Powers based on CON (-½), ½ DCV while casting (-¼), Extra Time: 
  Full Phase (-½), +20 Mental defence for beings with No Need to Sleep (-¼), +10 
  Mental defence for beings with Light Sleep (-¼).
  Active Cost = 105 points. END Cost: 10; Magic Roll: -10; Casting Time: 1 phase.
  
  SLEEP OF THE DEAD
  The caster causes his body to actually die, although his soul remains within. The 
  caster concentrates for several minutes, and then wills himself dead until a 
  certain period of time (or until a prearranged condition is met). Even though 
  dead, the caster's body will not decay as long as the spell lasts. Even the most 
  thorough medical investigation will reveal the necromancer to be dead, although 
  magical detection will immediately show that his demise is not permanent.
  Power: Simulate Death
  Specific Modifiers: Fully Invisible power effects (+1); Limitation: does not 
  work in bright sunlight (-¼), Limitation: does not work on ground 
  sanctified to a "good" religion (-¼).
  Active Cost = 6 points; END Cost: 1; Magic Roll: -1; Casting Time: 5 Minutes
  
  SLEEP TALKING
  The caster can talk to a sleeping person, and they will respond fully and 
  truthfully. This spell is a great way to get information but the talking may wake 
  others.
  Power: 10d6 Telepathy
  Specific Modifiers: Must Verbalise (-½), Extra Time: Full Phase to Cast 
  (-½), Concentrate: 0 DCV while casting (-½), Only vs. sleeping target (-1 
  ½).
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: 1 Phase
  
  SLIP SPACE
  This spell enables the caster to "slip" out of space and "slip" back at another 
  point. The caster steps forward and disappears, only to reappear elsewhere. The 
  spell is accompanied by a "whooshing" sound.
  Power: 10" Teleportation
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: 0 Phase
  
  SLOW
  With this spell a mage can decrease the efficiency at which his target's body 
  operates. His enemies' muscles will respond slower, and each movement will 
  require more effort than normal.
  Power: 15 STR Telekinesis
  Specific Modifiers: Only to grab and hold target (-1).
  Active Cost = 22 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  SLOW TIME
  This spell creates a time field which slows down the target. The target perceives 
  things normally but is unable to react as quickly.
  Power: 3d6 Drain vs. SPD
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3: Casting Time: ½ Phase
  
  SMOKING FIRE
  This causes an existing fire put forth black, sooty smoke that is almost impossible 
  to see through.
  Power: 2" Radius Darkness (impervious to normal sight)
  Specific Modifiers: Doesn't work in rain or underwater (-¼), Requires an existing 
  flame (-½).
  Active Cost = 20 points END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase.
  
  SMOTHERING DARKNESS
  The target of this spell is enveloped by a dark murky cloud which shields his view 
  and suffocates him.
  First Power:  2d6 Energy Blast
  Specific Modifiers: No Normal Defence (Defence is Ego 13+ or No Need To 
  Breathe, +1), Continuous (+1), Area Affect Radius, 1" (+1)
  Second Power: 1" Darkness to normal sight
  Specific Modifiers: Usable as attack (can be dispelled by any light-based spell, 
  +1), Usable At Range (+½), No Range Penalty (+½), Personal Immunity (+¼), 
  Linked to NND (-½).
  Combined Specific Modifiers: Extra Time: Full Phase (-½).
  Active Cost = 40 + 32 points; END Cost: 7; Magic Roll: -7; Casting Time: 1 Phase
  
  SNAKE SENSE
  The head of the wizard changes to a snake-like form, with unblinking eyes and a 
  flickering tongue. Pits in the sides of the head allow warm and cold objects to be 
  detected, while the sensitive forked tongue provides a directional olfactory 
  sense.
  First Power:  Infra-red Vision
  Second Power: Tracking Scent
  Combined Specific Modifiers: Costs END to use (-½), Reforms the body into part 
  human, part animal form (-½).
  Active Cost = 10 points. END Cost: (1); Magic Roll: -1; Casting Time: ½ phase.
  
  SOLID REFLECTION
  The caster surrounds himself with a glowing light which reflects any arrows or 
  projectiles back to the attacker.
  Power: Missile Deflection and Reflection
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  SORSHA'S BLACK KISS
  When cast, this spell creates a link between the caster and the plane of 
  darkness. Anyone who touches the caster is immediately exposed to the vast 
  coldness of the plane of darkness. Prolonged contact with the caster can drive an 
  opponent insane. The spell was originally developed by the evil enchantress 
  Sorsha, who used the spell on bound captives.
  First Power:  1d6 STR Drain.
  Specific Modifiers: Recover Once Per Day (+1 ¼), Linked to Transformation 
  (-½).
  Second Power: 1d6 EGO Drain
  Specific Modifiers: Recover Once Per Day (+1 ¼), Linked to Transformation 
  (-½).
  Third Power: 1d6 Major Transformation (Normal Person to Insane Person)
  Specific Modifiers: Cumulative (+½)
  Combined Specific Modifiers: Continuous (+1), Fully Invisible (+1), ½ 
  Endurance (+¼), Activation 12- (-¾), Extra Time: 1 Turn (-1).
  Active Cost = 45 + 45 + 56 points; END Cost: 7; Magic Roll: -15; Casting 
  Time: 1 Turn
  
  SOULHOOK
  This spell places a powerful enchantment on the recipient. It is usually used to 
  compel obedience, since the triggered spell is cast on the target. Then, if the 
  "soul object" prepared during the casting is destroyed, the victim is killed as his 
  soul is drawn out of his body, even if he is far away.
  Power: 5d6 RKA
  Specific Modifiers: Trigger (breaking soul object, +¼); OAF (soul object, 
  -1), Extra time (1 minute, 1 ½), Limitation: must draw victim's blood and 
  add to soul object (-1)
  Active Cost = 94 points; END Cost: 1; Magic Roll: -1; Casting Time: 1 
  minute.
  
  SOUL SHIELD
  This spell protects the caster from the debilitating attacks of many creatures 
  that affect the life-force of their victims, such as ghosts, or from spells with 
  similar effects.
  Power: 10 points power defence
  Specific Modifiers: Costs END (-½), Only affects magical or similar attacks 
  - not poison or disease (-1)
  Active Cost = 10 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ phase
  
  SOUL SLAVE
  This powerful spell allows the caster to change his victim into a duplicate of 
  himself - with the same goals, memories and appearance. The powers of the new 
  host may, however, be different. Total concentration is required and the caster 
  must maintain physical contact with the target for the full period the spell 
  requires to complete. The spell will be broken if the victim is able to break the 
  mental compulsion - he will then revert to his own form. This spell is used 
  sparingly by the wise magician - eventually, if the victim survives long enough, 
  they will inevitably break free of the enchantment. Armed with the caster's 
  memories, they are likely to be an implacable and dangerous foe
  First Power:  10d6 Mind control
  Specific Modifiers: Unranged (-½), Only a single command - "emulate 
  caster" (-1)
  Second Power: 6d6 Telepathy
  Specific Modifiers: Unranged (-½), Only to send memories (-1), linked to 
  mind control (-½)
  Third Power: 1d6 Major Transformation - into physical duplicate of caster 
  (does not grant powers)
  Specific Modifiers: Continuous, (+1), Uncontrollable, (+½), Cumulative 
  (+½); linked to mind control (-½)
  Combined Specific Modifiers: 0 DCV Concentrate while Casting (-½), Extra 
  Time: 1 Minute (-1 ½).
  Active Cost = 50 + 30 + 45 points. END Cost: 12; Magic Roll: -12; Casting 
  Time: 1 Minute.
  
  SOVEREIGN SUMMONING
  This spell can be used to summon any visible target to an empty hex next to the 
  caster. The caster must make a successful attack for this spell to succeed, but 
  there is no penalty for range. Enlarging the active point cost will increase the 
  range or mass that can be teleported. The END cost is 1 per 10" of teleportation.
  Power: 10" Teleportation, x4 non-combat multiple
  Specific Modifiers: Usable Against Others (+1), Ranged (+½), No Range 
  Penalty (+½); Only to bring target to an empty hex next to caster (-½), Not 
  usable by caster (-¼).
  Active Cost = 90 points. END Cost: 9; Magic Roll: -9; Casting Time: ½ 
  phase.
  
  SPATIAL ANOMALY
  Not quite a dimensional gate, this spell creates a zone of dimensional interaction 
  where an alternate plane interacts weakly with the Wizard's universe. The exact 
  effects depend upon the plane chosen, but they will produce unusual 
  environmental phenomenon. The alternate dimension must be selected when the 
  spell is first researched, and is often one of the elemental planes. Thus, a Spacial 
  Anomaly with the Elemental Plane of Fire would produce an area of varying, 
  excessive heat.
  Power: Change Environment, x4 Radius
  Specific Modifiers: Uncontrolled (+½); No Range (-½), Extra Time: 1 turn 
  (-½), (Variable Environment, Random Fluctuations , 0).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: 1 turn.
  
  SPEAK WITH SPIRITS
  The caster causes a dead spirit to manifest before him. He may then 
  communicate with the departed soul, forcing it to reveal anything it knows on 
  whatever subject the caster enquires about.
  Power: Clairsentience, Sight and Hearing, May see through past and into 
  future
  Specific Modifiers: Limitation: does not work in bright sunlight (-¼), 
  Limitation: does not work on ground sanctified to a "good" religion (-¼), 
  Caster limited to knowledge and experiences of soul he is speaking with 
  (-1), Extra time (½ phase, -¼).
  Active Cost = 65 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ Phase
  
  SPELL-LOCK
  This spell is used by some wizards to protect their spell books and magical 
  apparatus from unauthorised interference while they are away. It transforms the 
  caster's magical goods into another item - either mundane or exotic in 
  appearance. The appearance is decided by the caster when he first formulates 
  the spell. It is even possible to maintain the appearance of the transformed 
  items, but while they look similar to the original however, spell books will be full 
  of gibberish, the apparatus will not fit together, or will malfunction etc. etc. The 
  condition set for retransformation can be anything - a code word, the casting of 
  a particular spell, the completion of a puzzle, etc. Unpuzzling the spell-lock is a 
  task approached with some caution, due to its resemblance to the much more 
  dangerous Spell-ward spell
  Power: 2d6 major transform (magical apparatus into useless item)
  Specific Modifiers: Cumulative (+1), Difficult to dispel (x2, +½).
  Active Cost = 75 points END Cost: 7; Magic Roll: -7; Casting Time: ½ phase.
  
  SPELL OF ABSORPTION
  This "generic" spell allows a Mage to absorb the energy from some phenomenon, 
  and use it to increase the power of his spells. Unlike The Chain Of Myriad Uses 
  (q.v.), which can absorb the energy from any natural phenomenon, this spell only 
  works off one specific phenomenon, which must be defined when the spell is 
  built. A single phenomenon cannot power both this spell and The Chain at the 
  same time. Some phenomenon from which power can be absorbed include fire, 
  cold, storms, lightning, physical blows, and running water. The actual name of 
  the spell is often changed to reflect the type of energy it absorbs (for example, a 
  spell which absorbs energy from cold might be called The Spell Of The Frigid 
  Furnace).
  Power: 4d6 Absorption (from a single defined phenomenon) to END
  Specific Modifiers: Can Power Any Spell, One At Time (+¼).
  Active Cost = 25 points. END Cost: 0; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  SPELL OF THE CHARMED BLADE
  This spell is the companion to the Spell Of The True Arrow - it grants the caster 
  increased accuracy in hand-to-hand combat.
  Power: +4 CSL in Hand-To-Hand combat
  Specific Modifiers: Only Works To Increase chances of hitting (-½),
  Active Cost = 20 points. END Cost: 0; Magic Roll: -2; Casting Time: ½ phase
  
  SPELL OF THE GRASPED ARROW
  This spell, the bane of archers everywhere, allows the mage to pluck arrows and 
  other missiles out of the air, avoiding the damage they might cause entirely.
  Power: Missile Deflection, thrown, arrows, and projectiles
  Active Cost = 10 points. END Cost: 0; Magic Roll: -1; Casting Time: ½ phase
  
  SPELL OF THE TRUE ARROW
  By using this spell, a warrior-mage makes himself an extremely accurate archer.
  Power: +4 CSL with Bow
  Specific Modifiers: Only Works To Increase chances of hitting (-½),
  Active Cost = 20 points. END Cost: 0; Magic Roll: -2; Casting Time: ½ phase
  
  SPELL OF THE WARRIOR'S STRENGTH
  This spell makes the caster stronger while in combat. It does not work to make 
  the caster stronger so that he can lift heavy objects, break down doors, and so 
  forth.
  Power: 2d6 STR Aid
  Specific Modifiers: Self Only (-½), Only Works To Increase STR For Combat 
  Applications (-½),
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ phase
  
  SPELL-WARD
  A spell used to protect their magical apparatus from unauthorised use, this spell 
  is similar to, but more powerful than, Spell-lock (q.v.). It transforms the caster's 
  magical goods into any item, either mundane or exotic the caster chooses. The 
  appearance is decided by the caster when he first formulates the spell. It is even 
  possible to maintain the appearance of the transformed items, but while they 
  look similar to the original however, spell books will be full of gibberish, the 
  apparatus will not fit together, or will malfunction etc. etc. The condition set for 
  retransformation can be anything - a code word, the casting of a particular spell, 
  the completion of a puzzle, etc. Unpuzzling the Spellward can be dangerous 
  however - any unsuccessful attempt will result in a dangerous defensive spell 
  being unleashed.
  First Power:  2d6 major transform (magical apparatus into useless item)
  Specific Modifiers: Cumulative (+1), Difficult to dispel (x2, +½).
  Second Power: Any spell of the caster's choice (decided at time of 
  learning) up to 60 active points
  Specific Modifiers: Trigger (incorrect interference, +¼); Linked to 
  Transformation (-½)
  Active Cost = 75 + 75 points END Cost: 15; Magic Roll: -15; Casting Time: ½ 
  phase.
  
  SPHERE OF ANNIHILATION
  This dastardly spell creates a spherical gateway to the plane of the void, where 
  all matter and energy are utterly consumed. The sphere moves 9" per phase, 
  within range and under the direct command of the Wizard. Those caught by the 
  black, featureless sphere are quickly consumed, unless they are specially 
  protected or desolidified.
  Power: 4d6 RKA
  Specific Modifiers: Area (1hex, Non-selective, +¼), Armour Piercing (+½), 
  Continuous (+1); ½ DCV Concentrate Throughout (-¼), Must continue from 
  last hex (-¼), No range at start (-¼), No Knockback (-¼), Extra Time: 1 
  turn (-½).
  Active Cost = 165 points. END Cost: 16; Magic Roll: -16; Casting Time: 1 
  turn.
  
  SPHERE OF SILENCE
  The caster can use this spell to create a 3" radius sphere of complete silence. 
  Conversation is impossible within the sphere, Powers requiring an incantation 
  cannot be used, and no sounds of any form can enter or leave the area. The 
  sphere can be cast on a stationary location, or it can move with the spell caster. 
  In the later case, this could place the caster at a significant disadvantage.
  Power: Darkness to Sound Group, 3" Radius
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  SPIDER'S GRIP
  The caster s hands and feet become sticky, allowing him to cling to surfaces such 
  as walls and ceilings. The caster must have at least three limbs in contact with 
  the surface to be able to cling.
  Power: Clinging, full STR
  Specific Modifiers: Caster must use three limbs to cling (-¼).
  Active Cost = 10 points; END Cost: 0; Magic Roll: -1; Casting Time: 0 Phase
  
  SPINES OF THE PORCUPINE
  The skin of the wizard sprouts a dense coat of hard spines that pierces anybody 
  who comes too close, leaving barbed quills caught in the flesh. The spines are 
  especially long and dangerous on the back and outer flanks of the wizard.
  Power: 1d6 HKA
  Specific Modifiers: Damage Shield (+½), continuous (+1); Reforms the body 
  into part human, part animal form (-½).
  Active Cost = 37 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  SPIRIT VOICE
  This is the workhorse spell of sound illusions, able to generate sounds of any 
  kind, in varied complexity.
  Power: Images versus Hearing at -5 to PER Rolls
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  SPIRIT CURSE
  This spell allows the mage to curse someone in pre-selected manner. When the 
  mage learns the spell, he must decide what change his curse will enact on a 
  target such as changing their skin colour, or making them appear old. The curse 
  can easily be lifted in a manner befitting the curse, and this too must be decided 
  upon when the spell is learned. For example, the cure for an old age curse might 
  be to bath in babies' milk. The curse will have no effect on the target's combat 
  ability, but can be embarrassing.
  Power: 8d6 Transformation Attack, Cosmetic Changes.
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  Phase.
  
  SPORE CLOUD
  A thick cloud of pollen is suddenly released from nearby growth, causing those 
  caught within the radius to choke and gag with nausea. Anybody breathing the 
  pollen cloud will be slow to move or react until the effects wear off. An airtight 
  head cover, or lack of need to breathe, will offer immunity to the effects of the 
  pollen.
  Power: 2d6 DEX Drain
  Specific Modifiers: NND (life support, +1), Area Effect (4" Radius, +1); 
  Single Charge (-2), Limitation: only where plants can grow (-¼).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  SPRINT
  This spell allows the caster to run at great speed, though it is physically 
  exhausting. When this spell is in effect, the caster's breathing speeds up and his 
  eyes turn completely black.
  Power: +14" Running
  Specific Modifiers: x2 END (-½).
  Active Cost = 28 points; END Cost: 6; Magic Roll: -3; Casting Time: 0 Phase
  
  SQUEAKY SHOES
  The bane of burglars, this spell creates an area of floor that emits annoying 
  squeaking noises whenever a creature heavier than a mouse attempts to cross. 
  The spell remains in effect for a period of one full day.
  Power: Images (Sound)
  Specific Modifiers: 4" Radius (+½), Damage Shield (Invisible Power Effects, 
  Persistent, Usable Against Others, +2), Single Continuing Charge lasting 
  one day (cancelled by using Darkness to Sound, +0); Costs END to Cast (-¼)
  , No Effect on Targets with more than 30 points of Shrinking (-¼), Only to 
  create squeaking noise(s, -½).
  Active Cost = 17 points. END Cost: (2); Magic Roll: -2; Casting Time: ½ 
  phase.
  STAND FIRM
  This spell locks the caster in place, so that he is able to resist the 
  strongest winds or mightiest blows.
  Power: Clinging (+ 20 STR)
  Specific Modifiers: Only to the ground or floor (-½), Caster cannot walk 
  while spell is active (-1)
  Active Cost: 17 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ phase.
  STAR TRAVELLERS
  The ability to journey to the stars allows thousands of new worlds to be 
  explored and conquered. This spell allows a small group of wizards and 
  their cohorts, to fly to the edge of the atmosphere, then travel across the 
  cosmos at enormous velocity. The group is provided with life support and 
  
  defence against the harsh elements of interstellar space. Once the group 
  sets foot upon a new world, however, the spell is cancelled and they must 
  remain until they choose to risk the journey once more.
  First Power:  Faster than Light Travel, 1 LY/Day
  Second Power: 10" Flying (40" Non-combat)
  Specific Modifiers: Linked to FTL Travel (-½).
  Third Power: +8PD/+8ED Force Field
  Specific Modifiers: Linked to FTL Travel (-½).
  Fourth Power: Life Support (Breathing is Self-Contained, Protection 
  against Vacuum)
  Specific Modifiers: Linked to FTL Travel (-½).
  Combined Specific Modifiers: Usable by 16 Others at Range (+2), Single 
  Continuing charge lasting One Year (Cancel by landing on planetary 
  surface, +1), Persistent (+½); Costs END to Cast (-¼), Extra Time: 5 
  Minutes (-2).
  Active Cost = 126 + 113 + 72 + 58 points. END Cost: (37); Magic Roll: -37; 
  Casting Time: 5 Minutes.
  
  STARBURST
  The Caster throws small gems at the target, and they explode with a brilliant 
  flash of light into tiny, sharp splinters. This spell destroys one gem per use. (An 
  expensive spell for wizards!)
  First Power:  1 d6 RKA
  Specific Modifiers: Linked to Flash
  Second Power: 4d6 Flash
  Combined Specific Modifiers: Explosion (+½); OAF - Crystal, expensive, 
  expendable (-1 ½).
  Active Cost = 22 + 30 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  Phase
  
  STARE OF POWER
  With this spell, the mage casts a gaze at his enemy intense enough to literally 
  stun him in his tracks.
  Power: 3d6 EGO Attack
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  STATUETTE
  An item or creature affected by this spell is altered into a small statue, 
  approximately 1/10 life size. While in this state, they are in a state of suspended 
  animation, and could remain in such a state indefinitely. The statuette resulting 
  is somewhat resilient, getting all normal PD/ED and BOD, but if destroyed, this 
  ruins the item (or kills the creature, if living). Returning the item to (normal) 
  size and/or life merely entails tossing it upon the ground (with this being the 
  stated intent) or speaking a command word specified by the caster upon casting.
  First Power:  2d6 Major Transform - item to statuette
  Specific Modifiers: Cumulative (+½); Unranged (-½).
  Second Power: Life support - Does not breathe, eat, immunity to ageing 
  and disease
  Specific Modifiers: Usable against others (+1); Costs END to cast (-¼), 
  Linked to transformation (-¼).
  Active Cost = 45 + 56 points; END Cost: 10; Magic Roll: -10; Casting Time: 
  ½ Phase
  
  STAY DRY
  This spell creates a dome-shaped barrier around the caster which keeps him from 
  getting wet. The dome will also provide some protection from attacks by 
  Elemental Water-based beings.
  Power: 4 PD Force Wall
  Specific Modifiers: Transparent to energy attacks (+½); No range (-½), 
  Transparent to non-Liquid physical attacks (-½).
  Active Cost = 15 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  STEAL BREATH
  This spell sucks the breath out of the target with a visible wisp. Once successfully 
  cast and targeted, the spell may be maintained by paying the END cost, with no 
  need to roll again.
  The spell won't work if the target has any type of airtight head covering, an 
  active Force Field, or no need to breathe.
  Power: 2d6 EB
  Specific Modifiers: No Normal Defence (Defence is a Force Field. air-tight 
  helmet, or no need to breathe, +1), Continuous (+1).
  Active Cost = 30 points. END Cost: 3: Magic Roll: -3 Casting Time: ½ Phase
  
  STEAL FORM
  Certain mages have gained the ability to assume the shape of creatures they've 
  encountered. How useful this spell will be depends on how well travelled the 
  sorcerer is and how many interesting creatures he's seen. He can even duplicate 
  individual persons, if he has encountered them.
  First Power:  Shapeshift to sight and touch, , known creatures or items, 
  Specific Modifiers: 0 END (+½); Costs END to cast (-¼).
  Active Cost = 52 points. END Cost: (5); Magic Roll: -5; Casting Time: ½ 
  Phase
  
  STEAL POWER
  This spell is allows a mage to power his spells by using the energy of others to 
  cast spells. This is the easiest and most effective way of stealing that power.
  Power: 2d6 Transfer vs. END
  Specific Modifiers: 0 END (+½).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  STEAL SIGHT
  This spell allows the wizard to see through another's eyes, by stealing his sight. 
  The spell, if successfully cast, renders the victim blind - and the wizard can, at 
  will, see through the victim's eyes (as long as he stays in range). Since the Flash 
  is continuous, the blindness lasts as long as the caster desires the spell to 
  operate.
  First Power:  Clairsentience, sight group
  Specific Modifiers: victim must be blinded (-½), only what victim sees (-½)
  , linked to Flash (-½)
  Second Power: 4d6 Flash
  Specific Modifiers: continuous (+1), reduced (0) END (+½)
  Active Cost = 30 + 50 points; END Cost: 0; Magic Roll: -8; Casting Time: ½ 
  Phase.
  
  STEAL YOUTH
  Some mages specialize in the theft of magical energy, and life-force energy is 
  within that realm. The mage has but to cast his spell, and the target he hits will 
  begin to grow old. The effects can be negated by bathing in a pool of clear 
  water, but the caster isn't about to tell his victim that.
  Power: 2d6 Major Transformation (person into older person)
  Specific Modifiers: Cumulative (+½),
  Active Cost = 45 points. END Cost 4; Magic Roll: -4; Casting Time: ½ Phase
  
  STEAM CLOUD
  This potent spell creates a cloud of superheated steam around the target. The 
  target is affected until the spell it is dispelled or the caster stops the spell.
  Power: 1d6+1 RKA vs. ED
  Specific Modifiers: Continuous (+1); Won't work in very dry areas (-¼).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ phase
  
  STILLBORN
  By means of this despicable spell, the Necromancer can cause a female to 
  become barren, or deliver a stillborn child. This spell is little used by the death 
  magi, but it has sometimes proven useful, especially against enemies among the 
  nobility. One known non-magical means to recover from this condition is to 
  obtain the blessing of a god through a pilgrimage to a holy site, thereupon 
  making a suitable sacrifice. It is not unknown, incidentally for female mages to 
  use this spell on themselves.
  Power: 4d6 Minor Transformation - Turns Female Barren
  Specific Modifiers: Limitation: does not work in bright sunlight (-¼), 
  Limitation: does not work on ground sanctified to a "good" religion (-¼).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  STONE BODY
  Turns the outer layer of the caster's body into animate stone, multiplying his 
  mass by 4, increasing STR by 10, increasing non-resistant PD and ED by 2. The 
  spell may be cast on anyone the caster touches, willing or unwilling.
  Power: 2 levels Density Increase
  Specific Modifiers: Usable against others (+1), Character must have 
  connection to the earth.
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  STONE FACE
  When the Wizard casts this spell, he is able to blend into the face of a solid 
  surface and become virtually invisible. The effect is lost, however, whenever the 
  caster moves.
  Power: Invisibility (Sight with fringe)
  Specific Modifiers: Only while stationary next to wall (-1).
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  STONE SHAPE
  This spell allows the Wizard to shape an 8- DEF block of stone into any form. 
  Once the spell is cast, the stone slowly changes to the desired shape over the 
  course of a minute. This is slow enough that anyone who is not already restrained 
  in some manner can escape being trapped by the new shape. If the final shape is 
  unstable, then it will collapse after the spell is completed. Given the appropriate 
  skills and sufficient patience, this spell can be used to form any type of stone 
  construction, including walls, staircases, statues, and so on.
  Power: 8d6 Minor Transformation (Stone)
  Specific Modifiers: Requires 1 minute to complete transformation (-1), 
  Requires appropriate KS to build complex objects (-¼).
  Active Cost = 80 points; END Cost: 8; Magic Roll: -8; Casting Time: ½ 
  phase.
  
  STONESKIN
  The caster causes his skin to become rock-hard. This spell remains in effect as 
  long as the caster continues to expend energy to keep it up. While this spell is 
  operating, the caster's skin becomes slightly shiny and rocky-looking.
  Power: +6PD/ +6ED Force Field
  Active Cost = 12 points; END Cost: 1; Magic Roll: -1; Casting Time: 0 Phase
  
  STORM OF THORNS
  The caster calls on the thorns in the target hex to fly out and attack nearby 
  targets. In addition to hitting anyone in the target hex, the thorns will fly 
  outward, although they will get weaker the farther they are from the target hex.
  Power: 1d6 +1 RKA
  Specific Modifiers: Indirect (+¼), Explosion (+½), requires a thorn-bearing 
  plant of some kind (-1).
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  STORY SMOKE
  This spell is used to create realistic scenes to accompany the bard's songs or story 
  telling. Kept simple it works well, but in complex matters it becomes apparent 
  that the images are merely illusion. This, however, does not lessen the dramatic 
  impact they have on a crowd.
  Power: Images vs. Sight Group, Hearing, Touch, Taste, and Scent.
  Specific Modifiers: 3" Radius (+½); Concentrate ½ DCV Throughout (-½), 
  Incant Throughout (-½), One Phase Start-up (-½).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase
  
  STRENGTH IN ARMS
  The casting of this spell gives those in the area of effect additional bodily 
  strength with which to combat their opponents. This spell can also be used as a 
  minor healing spell.
  First Power:  1d6 Aid to STR
  Second Power: 1 d6 Aid to BOD
  Specific Modifiers: Linked to STR Aid
  Third Power: 1 d6 Aid to PD
  Specific Modifiers: Linked to STR Aid
  Combined Specific Modifiers: Area of Effect (variable) (+1), x2 Area of 
  Effect (4 hexes) (+¼), Recovery rate once per minute (+¼).
  Active Cost = 75 points. END Cost: 7; Magic Roll: -7; Casting Time: ½ phase
  
  STRENGTH OF TEN
  A very straightforward spell, the caster is able to give himself extraordinary 
  strength for a short period of time. The caster's body grows slightly and becomes 
  more muscular through the use of this spell, so that any armour or tight clothes 
  worn must be adjusted, lest they become constricting or uncomfortable.
  Power: 5d6 Aid to STR
  Specific Modifiers: tight clothes become restrictive unless adjusted (-¼).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  STRENGTH SWITCH
  This spell enables the caster to drain strength from the target and use it to make 
  himself stronger.
  Power: 2d6 Transfer STR to STR
  Specific Modifiers: Usable at Range (+½).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ phase
  
  STRENGTHEN OBJECT
  This spell allows the Shaper to increase the toughness of the outer shell of an 
  object, making it able to resist damage better than normal.
  Power: 4 PD/ED Armour
  Specific Modifiers: 0 END (+½), Usable Against Others (+l), Up to 200 Kg 
  mass for inanimate objects (+¼), Costs END (-½)
  Active Cost = 33 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  STRENGTHENING OF WILL
  This spell allows the caster to increase his natural willpower to superhuman 
  levels. Strengthening is especially important when two enchanters duel.
  Power: 4d6 Aid to Ego.
  Specific Modifiers: Extra Time: Full Phase (-½).
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase
  
  STROBE
  The caster's hand or focus flashes with a quick, intermittent light that disorients 
  the target. If reflected back on the caster, he suffers the same effect.
  Power: 3d6 DEX drain
  Specific Modifiers: Side Effects (3d6 DEX drain, -½), Side effect occurs if 
  used near reflective surfaces (-½), Usable only at night (-¼).
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  STROLLING CHAIR
  The cast can rest in any four-legged chair and use his animation powers to cause 
  the legs to begin walking. The primary advantage of this spell is that it requires 
  almost no energy to maintain, allowing the wizard to keep moving while relaxing 
  on a cushioned seat. 
  Power: 4" Running
  Specific Modifiers: 0 END (+½); Costs END to cast (-¼), OAF -Four legged 
  Chair (-1), Extra Time - Full Phase (-½). 
  Active Cost = 12 points. END Cost: (1); Magic Roll: -1; Casting Time: 1 
  Phase.
  
  STUNJACK
  This spell allows the caster to generate the same dangerous electric shock which 
  makes the stunjack such a feared opponent. The skin of the caster's arms bulges 
  as the electrical organs are created beneath it, and in a few moments when the 
  change is complete, he can generate a powerful electrical impulse in the skin of 
  his fingers.
  Power: 6d6 EB
  Specific Modifiers: NND - defence is insulation or not being grounded (+1), 
  No Range (-½), No Knockback (-¼), Reforms the body into part human, 
  part animal form (-½), Extra Time (1 phase, -½).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 phase.
  
  SUBDUE MAGIC
  This spell allows the caster to de-energize a spell. The caster can suppress any 
  magical spell, but only one spell can be affected at a time.
  Power: 5d6 Suppress
  Specific Modifiers: Drain Points, Any single spell (+¼).
  Active Cost = 31 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  SUBLIMINAL MESSAGE
  This spell is cast upon a paragraph of writing, a sign, or a drawing of some kind. 
  The writing or image should be freshly made by the caster himself and upon its 
  completion the caster casts the spell. The spell implants an invisible subtext into 
  the work, causing all who read it to subconsciously be compelled by its meaning. 
  The message conveyed subliminally is chosen by the caster. Those viewing or 
  reading the work are then compelled to follow its directives. A person affected 
  will be unaware that anything has occurred, and even those whose behaviour has 
  been altered by the spell have no idea where their implanted urges originated.
  The exact duration of the behaviour changed depends on the nature of the 
  suggestion. The material component is the paper (or other surface) upon which 
  the subliminal message is inscribed.
  First Power:  10d6 Mind Control
  Specific Modifiers: Telepathic Commands (+¼), Trigger (being read, +¼), 
  Invisible effects (+¼); Command must seem to be reader's own desire (+10 
  effect) or it has no effect (-1), IAF, inscribed surface (-½), Focus must be 
  prepared in advance (-½), Extra time (5 minutes, -2).
  Active Cost = 87 points; END Cost: 9; Magic Roll: -9; Casting Time: 5 
  minutes
  
  SUFFER THE FROST
  This spell covers the caster in a golden glow, allowing him to endure intense cold 
  and frost with minimal damage. This reduction works against normal and magical 
  cold, including killing attacks.
  First Power:  50% Resistant Damage Reduction
  Specific Modifiers: Only against cold (-1).
  Second Power: Life support - immunity to Cold
  Active Cost = 30+ 2 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  SUFFER THY WRATH
  Upon casting this spell, the caster is completely wrapped in a golden glow. 
  Attacks upon the caster are turned back upon a foe: missile weapons are 
  reflected back and damage from a melee attack is also inflicted on the attacker. 
  Of course this defence is not perfect. Some missiles will still get through and the 
  total reflected damage is limited to the maximum allowed by the power. 
  First Power:  2d6 RKA (Same as Attack)
  Specific Modifiers: Trigger – missile reflection (+¼); STUN and BODY 
  damage limited to attack result (-¼).
  Second Power: Missile Reflection (Arrows or Projectiles)
  Specific Modifiers: Linked to RKA (-½), Costs END to use (-½).
  Active Cost = 38 + 30 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  SUGGESTION
  Upon casting this spell, the Enchanter can suggest a course of action to the 
  subject, who will come to view the idea as his own and carry it out. Any attempt 
  to break free from the suggestion receives the usual +20 modifier.
  Power: 12d6 Mind Control
  Specific Modifiers: Single Charge (-2), Costs END to cast (-¼), Must reach 
  level at which target will remember actions and think they were natural to 
  have effect (-¾), Single Command (Suggestion, -½), Extra Time: 1 Phase 
  (-½).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 Phase.
  
  SUMMON ANCIENT POWER
  This powerful spell reanimates the corpse or skeleton of a hero of ancient 
  legend. The spell can only be cast in a fane or tomb dedicated to the dead 
  person to be raised, or some similar location where his body and some fragment 
  of his spirit may linger to be quickened. The reawakened hero will not remember 
  anything beyond the moment of death, and will not be under any compulsion to 
  aid the summoner - aid will have to be compelled by some other means.
  Power: Summon Hero (up to 300 points)
  Specific Modifiers: Specific being, expanded class (+1 ¼); Extra time (1 
  hour, -2 ½), requires reasonably complete remains of Hero to be 
  summoned (-2), Can only performed in specially dedicated site (-¼).
  Active Cost = 135 points; END Cost: 13; Magic Roll: -13; Casting Time: 1 
  hour.
  
  SUMMON DEMON
  These spells summon the various types of demon. The demon will wish to slay the 
  caster but can be bribed. To use the spell, the caster must have drawn a circle of 
  summoning. Drawing this circle requires the use of special drawing tools (such as 
  brushes made from human hair with human blood and liquid silver used as the 
  inks), and it takes about an hour.
  Note that each of these is a specific spell, and they must be learned separately.
  Power: Summon Demon (various)
  Specific Modifiers: Antagonistic (Hostile, -½), Extra Time: 1 Hour (-2 ½), 
  Concentrate: 0 DCV while casting (-½), IAF plus drawings of the floor made 
  from expendable expensive materials (The drawing is immobile and takes 
  an hour to draw but drawing materials can be easily carried) (-1 ½).
  Power: Summon Hordeling (smallest and weakest demon type - can be 
  bribed with wealth or pleasure)
  Active Cost = 12 points; END Cost: 1; Magic Roll: -1; Casting Time: 1 hour.
  Power: Summon Hound of Hell (Ferocious - can be best bribed with flesh)
  Active Cost = 29 points; END Cost: 3; Magic Roll: -3; Casting Time: 1 hour.
  Power: Summon Deceiver (Best bribed with riches)
  Active Cost = 46 points; END Cost: 5; Magic Roll: -5; Casting Time: 1 hour.
  Power: Summon Fire Demon (Riches are acceptable to this demon, but 
  something special is better)
  Active Cost = 66 points; END Cost: 7; Magic Roll: -7; Casting Time: 1 hour.
  
  Power: Summon Amorphous Horror (Hard to propitiate - try a nice human 
  sacrifice or three)
  Active Cost = 75 points; END Cost: 7; Magic Roll: -7; Casting Time: 1 hour
  
  SUMMON DEMON HAND
  With this spell the caster summons the hand of a giant demon. The hand will 
  erupt from the ground to do whatever the caster wishes. The hand can be 
  attacked but is very difficult to harm.
  Power: 25 STR Telekinesis
  Specific Modifiers: Summoned "Hand" can be killed by attacks, (treat the 
  hand as having DCV 3, DEF 7, and 10 B0DY done to it will eliminate the 
  hand, -¼), Extra Time: One Phase (-½)
  Active Cost = 37 points. END Cost: 4: Magic Roll: -4 Casting Time: ½ Phase
  
  SUMMON DJINN
  This very powerful incantation allows the wizard to summon a Djinn. (See HERO* 
  System Almanac 1 for stats.) The Djinn will attempt to slay the summoner, and 
  the caster will need some means to control it. To use the spell, the caster must 
  have drawn a circle of summoning, and must be outdoors.
  Power: Summon Djinn
  Specific Modifiers: Antagonistic (-½), Extra Time: 1 Hour (-2-½), IAF: 
  immobile (-1-½), Will not work in rain, underwater, or indoors (-½).
  Active Cost = 90 points; END Cost: 9; Magic Roll: -9; Casting Time: 1 hour.
  
  SUMMON ELEMENTAL
  This powerful incantation allows the wizard to summon an Elemental (of a 
  particular type). The type of elemental summoned must be chosen when the 
  spell is learned. (See HERO Bestiary for stats.) The Elemental will attempt to slay 
  the summoner, and the caster will need some means to control it. To use the 
  spell, the caster must have a large source of the appropriate element nearby.
  Power: Summon (up to 368 point creature)
  Specific Modifiers: Antagonistic (-½), Extra Time: 1 Hour (-2-½), OIF - 
  large body of required element (-1 ½).
  Active Cost = (elemental's points/5) points; END Cost: 5 to 7; Magic Roll: -5 
  to -7; Casting Time: 1 hour.
  
  SUMMON FAMILIAR
  A familiar is an important part of some mage's powers of enchantment. This 
  spell’s conditions are stringent, however: the caster must travel to a secluded 
  spot under a full moon and spend many hours casting a circle, burning spices and 
  herbs, and invoking the spirits of nature. At the completion of this ritual, his new 
  familiar will appear beside him. He may have previously selected what sort of 
  animal his familiar will be; if not, the GM can select an appropriate creature. If 
  the mage fails to cast this spell correctly (assuming skill rolls are used), he is 
  rejected by whatever powers he follows and is stripped of all spells except 
  Summon Familiar (which he must await the next full moon to cast).
  Power: Summon 1 50-pt. creature
  Specific Modifiers: Devoted (+½); Extra Time: 5 Hours (-3), Only under a 
  full moon (-2), Side Effects (All of the caster's spells are useless until this 
  spell is successfully cast, -1), OAF (Magic circle) (Immobile, Expendable) 
  (-2).
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: 5 Hours.
  
  SUMMON HORDE
  This spell will summon a large horde of creatures from the surrounding lands to 
  fight for the caster. Each of the 16,000 creatures is worth a maximum of 200 
  points, and must reside within a day's travel of the location where the spell is 
  cast. They arrive with whatever weapons, armour, and equipment they originally 
  carried, but they are willing and eager to follow any orders from the wizard. Any 
  deficiencies in supplies and equipment must be made up by the caster and his 
  allies.
  Power: Summon Army of 16,000 Creatures, each worth up to 200 points.
  Specific Modifiers: Any Creatures (+2); Must be within a day's walk of the 
  caster (-½), Linked to Mind Control (-½).
  Power: 20d6 Mind Control
  Specific Modifiers: Area Effect (1 hex, Megascale, 10 Km +1); Only versus 
  the Summoned Creatures (-¼), Costs END to cast (-¼), Single Charge (-2).
  Combined Specific Modifiers: Extra Time - 1 hour (-2-½).
  Active Cost = 90 + 200 points. END Cost: (29); Magic Roll: -29; Casting 
  Time: 1 hour.
  
  SUMMON IMP
  With this spell the caster summons a small (2' tall) imp which will be under 
  contract to help the caster. The imp can be killed by ordinary attacks. The imp is 
  mostly useful for grabbing things; if ordered to attack, it will mock the caster 
  and then disappear.
  Power: 10 STR Telekinesis with Fine Manipulation
  Specific Modifiers: No Range Modifiers (+½), Indirect, any location, any 
  direction (+¾), Imp can be eliminated by ordinary attacks. Treat it as DCV 
  6, DEF 3, and 5 BODY done to it will eliminate it (-¼), Extra Time: One 
  Turn (-1)
  Active Cost = 56 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ Phase
  
  SUMMON MAJOR DEMON
  This spell summons a major demon, one of the demons of greater power. The 
  major Demon will wish to slay the caster but can be bribed. A special sacrifice of 
  considerable value will be required to placate the demon. Otherwise this spell 
  functions like the other demon summoning spells. See the description below for 
  details on how to generate a major Demon.
  Power: Summon Major Demon
  Specific Modifiers: Limited group (+¼); Antagonistic (-½), Random Stats 
  (-¼), Requires Magic Skill Roll (-½), Gestures (-¼), Incantations (-¼), Extra 
  Time - 1 Hour (-2-½), 0 DCV while casting (-½), IAF plus drawings of the 
  floor made from expendable expensive materials (The drawing is immobile 
  and takes an hour to draw but drawing materials can be easily carried, -1-
  ½).
  Active Cost = 90 points. END Cost: 9; Magic Roll: -9; Casting Time: 1 Hour.
  
  SUMMON MOUNT
  This spell allows the Wizard to summon the local equivalent of a domesticated 
  mount. In most circumstances, this will be a horse, but it could be a camel when 
  in the desert, a giant sea horse underwater, or a young pegasus in a flying castle. 
  The mount will be healthy and trained to follow simple directions from its rider. 
  Unless the Wizard pays 5 points of Long Term END each hour, the mount will be 
  dismissed to its place of origin.
  Power: Summon Mount - 120 points;
  Specific Modifiers: Local Domesticated Mount (+¼); Long Term END loss to 
  wizard each hour to prevent dismissal (-½).
  Active Cost = 30 points; END Cost: (3); Magic Roll: -3; Casting Time: ½ 
  phase.
  
  SUMMON PLANAR ENTITY
  This potent and difficult spell allows the Wizard to summon an entity from 
  another plane. The True Name of the entity must be known by the Wizard before 
  he can perform this summoning, but the entity can be from any plane previously 
  visited by the mage. To perform the conjuration, the Wizard will need a large 
  sample of material native to the plane of the entity, and a circle of summoning 
  surrounded by a runic equation. Once the creature has been summoned, he is 
  under no obligation to serve the Wizard. Indeed, he could be quite annoyed at 
  being drawn from his native home in this manner, and might immediately seek to 
  attack the Wizard.
  Power: 300 point Extra planar Creature
  Specific Modifiers: Any Extra planar Creature (+¾); ½ DCV while casting 
  (-¼), IAF: immobile, expendable and expensive (-1-¾), Extra Time: 1 hour 
  (-2-½), Variable Limitations (Only depends on plane of Entity, -¼).
  Active Cost = 105 points. END Cost: (10); Magic Roll: -10; Casting Time: 1 
  hour.
  
  SUMMON RESIDENT
  With this powerful spell, the caster teleports to his location a resident from any 
  geographical area that the caster is familiar with (i.e. has visited in the past). 
  The area could vary in size from a country to a building. The caster does not 
  control exactly who will be summoned, although it will always be some sentient 
  humanoid. Thus the reliability of the spell is somewhat limited. Also, the 
  summoned person is usually rather upset about being summoned and will 
  generally leave (teleport back) unless bribed or convinced to stay.
  Power: Summon (One 100 point character)
  Specific Modifiers: Any humanoid resident (+¼).
  Active Cost = 25 points; END Cost: 22; Magic Roll: -2; Casting Time: ½ 
  Phase
  
  SUMMON SALAMANDER
  This spell allows the wizard to summon a Salamander from the elemental plane 
  of fire. (See HERO Bestiary for stats.) The Salamander will seek to set afire 
  anything it can reach, and the caster will need some means to control it. To use 
  the spell, the caster must have drawn a circle of summoning, and have a large 
  source of fire nearby.
  Power: Summon Salamander
  Specific Modifiers: Antagonistic (-¼), Extra Time: 1 Hour (-2 ½), IAF: 
  immobile, expendable and expensive (-1 ¾), Will not work in rain or 
  underwater (-¼).
  Active Cost = 35 points; END Cost: 6; Magic Roll: -6; Casting Time: 1 hour.
  
  SUMMON SUCCUBUS
  This spell summons a Succubus, an infrequently summoned demon that can be 
  useful for certain special tasks. The Succubus will want to steal the soul of the 
  caster, and will appear to be cooperative to achieve this goal. A same spell can 
  be used for summoning an Incubus, the masculine form of the Succubus - 
  although they can change their forms, the spell will compel them to appear in 
  the form specifically called.
  Power: Summon Succubus
  Specific Modifiers: Antagonistic (Hostile, -¼), Extra Time: 1 Hour (-2 ½), 
  Concentrate: 0 DCV while casting (-½), IAF plus drawings of the floor made 
  from expendable expensive materials (The drawing is immobile and takes 
  an hour to draw but drawing materials can be easily carried) (-1 ½).
  Active Cost = 57 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 Hour.
  
  SUMMON VERMIN
  This spell will summon a swarm of indigenous vermin. The pests will be under no 
  compulsion to serve the Caster, but they are likely to be annoyed at being 
  disturbed from their nests and can serve as a dangerous distraction.
  Power: Summon Swarm (Maximum 120 Points)
  Specific Modifiers: Any Swarm (+¼), Ranged (+½); Only local pests (-½), 
  Extra Time: 1 turn (-¾).
  Active Cost = 56 points. END Cost: 6; Magic Roll: -6; Casting Time: Full 
  turn.
  
  SUMMON WATER WEIRD
  This powerful incantation allows the water wizard to summon a Water Weird. 
  (See the stats listed below.) The Weird will attempt to slay the summoner, and 
  the caster will need some means to control it. To use the spell, the caster must 
  have a large source of water nearby.
  Power: Summon Water Weird
  Specific Modifiers: Antagonistic (-½), Extra Time: 1 Minute (-1-½), OIF - 
  large, immobile body of water (-2).
  Active Cost = 41 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 minute.
  Val*
  Char
  Cost
  STR
  15
  DEX
  13
  +9
  CON
  6
  -8
  BODY
  10
  -2
  INT
  16
  +6
  EGO
  12
  +4
  PRE
  13
  +3
  COM
  8
  -1
  PD
  3
  ED
  3
  +2
  SPD
  2
  -3
  REC
  4
  
  END
  24
  +6
  STUN
  21
  *Bonus for size already figured in.
  Cost
  Abilities
  7
  Growth, Persistent, Always On (200 KG, -1" KB)
  32
  Desolidification (affected by heat, cold), 0 END (1/2), Persistent (1/2), 
  only works in water (-1-1/2)
  13
  Invisibility to Sight with fringe, 0 END (1/2), 0 Persistent (1/2), Always On 
  (-1/2), Only while in water (-1-1/2)
  27
  4d6 DEX Drain, only after target is grabbed (-1/2)
  22
  10d6 Mind Control, no range (-1/2), only versus Water Elemental beings 
  (-2), once per day (-2), 1/2 END (-1/4)
  7
  Regeneration, 1 BODY/turn, linked to desolidified (-1/2)
  15
  50% Resistant Physical Damage Reduction, only versus BODY damage (-1)
  15
  50% Resistant Energy Damage Reduction, only versus fire (-1)
  26
  Life Support (breathe water, doesn’t eat or sleep; immune to disease and 
  ageing)
  4
  +2 w/Grab
  4
  Swimming +4" (6" total)
  7
  Concealment 14-
  5
  Stealth 13-
  2
  AK: Water Elemental plane 11-
  75+
  Disadvantages
  
  20
  Distinctive Features (Not Concealable, Major Reaction)
  10
  3d6 DEX Drain from cold attacks (common)
  10
  Take 2x STUN and BODY from Purify Water (uncommon)
  10
  1.5x Effect from water manipulating powers (uncommon)
  5
  Violent, hostile, treacherous, unpredictable (common)
  10
  Psych. Limitation: kill by drowning (common, strong)
  15
  Psych. Limitation: Wants to return to home plane (common, strong)
  25
  Physical Limitation: Body must contact water (always, fully)
  10
  Physical Limitation: Sluggish in cold environments (infrequently, greatly)
  16
  Creature Bonus
  Power: Change Environment (8" Radius)
  Specific Modifiers: (Double Radius Outside, Halve it Indoors, -0).
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ Phase
  
  SUNBOLT
  When this spell is cast, light rays from the sun are focused into a deadly beam of 
  energy. Because the beam is so tightly focused, it is accurate over long distances 
  and can penetrate even the toughest of armour
  Power: 1 ½d6 RKA
  Specific Modifiers: Armour Piercing (+½), No Range Penalties (+½), Side 
  Effects (1d6+1 RKA, AP, -½), Side effect occurs if used near reflective 
  surfaces (-¼), Usable only in Bright Sunlight (-½).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  SUPPRESS CHANGE
  This spell enables the caster to do battle with those creatures which alter their 
  form, especially in a chaotic nature. This spell will weaken the changing ability 
  possessed by such creatures, and helps the caster identify them.
  Power: 5d6 Suppress vs. Shapechange.
  Active Cost = 25 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  SWAMP GAS
  A clear gas is emitted by a pile of garbage, poisoning those caught nearby and 
  providing an explosive mixture if a source of flame is available. The cloud will 
  quickly dissipate, leaving an unpleasant odour in the air.
  Power: 1d6 BODY Drain
  Specific Modifiers: Area Effect (3" Radius) (+1), Recover 1 per Minute 
  (+½), Continuous (+1), Uncontrolled (+½); Gradual Effect (every minute) 
  (-½), Must be inhaled (-¼), 4 Charges (-1).
  Power: 5d6 EB Fire
  Specific Modifiers: Explosion (+½); Only if there is a fire within area (-1), 
  Linked to Drain (-½).
  Combined Specific Modifiers: OAF Large Pile of Garbage, Immobile (-2).
  Active Cost = 40 + 37 points. END Cost: 9; Magic Roll: -9; Casting Time: ½ 
  phase.
  
  SWARM
  The wizard calls out insects, and shapes them into a swarm. The attackers' small 
  size allows them to at least irritate heavily armoured targets. The swarm is not 
  completely mindless; they will not go into fire, water, or any other environment 
  that will cause their death.
  Power: 3d6 Energy Blast vs PD (Insects)
  Specific Modifiers: Continuous (+1), Penetrating (+ ½), Area Radius - 4" 
  (+1), No knockback (-¼), Not against "sealed" targets (Force wall, force 
  field etc., -¼), Dispelled by flame (-¼).
  Active Cost = 52 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  SWARM FORM
  The wizard disintegrates into a swarm of tiny animals that attack and move as a 
  group. While each individual animal is easy to slay, collectively the swarm can be 
  quite lethal. (See the HERO Bestiary, Swarming Animals.) The type of swarming 
  animal must be selected when this spell is first chosen, and can be worth no 
  more than 115 points.
  Power: Multiform (Swarm)
  Specific Modifiers: Costs END to use (-½).
  Active Cost = 23 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  SWIMMING
  This spell allows the caster to swim for extended periods of time at greater than 
  normal speeds. And since it also gives the caster the ability to breathe 
  underwater he may stay underwater indefinitely.
  First Power:  Swimming (4")
  Second Power: Life Support (breathe underwater)
  Specific Modifiers: Linked to swimming
  Active Cost = 13 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  Phase.
  
  SWIRLING LEAVES
  The Mage can call a swirling wind to blow all the loose debris up in the air, 
  making it impossible to see or hear anything.
  Power: Darkness to normal sight and sound 3".
  Specific Modifiers: Only where plants can grow (-¼), Extra Time: Full 
  Phase (-½).
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  SYRUPY LIQUID
  With this spell, the Wizard is able to increase the viscosity of a body of liquid, 
  slowing the movement of any objects through the fluid. The thick liquid has no 
  effect upon the caster.
  Power: 2d6 Swimming Suppress
  Specific Modifiers: Affects special effects (swimming, +¼), Personal 
  Immunity (+¼), Area Effect (8" Radius, +1+½).
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  T
  
  TALE OF THE FLAME
  Upon casting this spell, the wizard is able to gain certain information from a fire 
  or its remains. The information can include how and when it was started, for how 
  long it burned, the types of wood and other material used for fuel, and so on. At 
  least a handful of the ashes must be available in order to get sufficient 
  information about the fire.
  Power: Retrocognition.
  Specific Modifiers: 0 DCV Concentrate: throughout (-1), IAF - ashes from 
  fire (-½), Will not work in rain or underwater (-¼), Only knowledge about 
  fire (-1-½), Extra Time - 5 minutes (-2), x2 END (-½).
  Active Cost = 40 points; END Cost: 8; Magic Roll: -4; Casting Time: 5 
  minutes. 
  
  TALMAGE'S EFFULGENT CLOAK
  This spell causes the image of the Caster to ripple, blur and sway with the 
  slightest movement. If he moves rapidly, his image seems to burst into showers 
  of light that coalesce only to burst away again. Apart from being extremely 
  flashy, this spell makes the actual location of the caster extremely hard to spot.
  Power: Images to sight, -6 to onlookers PER roll.
  Specific Modifiers: Reduced to 0 END (+½); Only works while moving (-½), 
  only inchoate images (-½), No range (-½).
  Active Cost = 42 points; END Cost: 0; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  TANGLEHANDS
  This spell causes the fingers of the caster's hands to greatly elongate, becoming 
  flailing tentacles that fan out to whip and twist around and entangle the victim. 
  Since the elongation is of mystic "spell-stuff" the breaking of one or more of the 
  "fingers" does no harm to the mage - the severed finger simply re-elongates. As 
  long as the mage concentrates on gripping his victim, it is very difficult for them 
  to escape, since this would necessitate breaking all the fingers at once. As a side 
  benefit, this spell also allows the caster to greatly extend his reach.
  First Power:  3d6 Entangle
  Specific Modifiers: Continuous (+1); Concentrate, ½ DCV (throughout, -½), 
  Extra Time - full phase (-½), No range (-½).
  Second Power: 4" stretching
  Specific Modifiers: Concentrate, ½ DCV (throughout, -½), Extra Time - full 
  phase (-½), Linked to entangle (-¼), Costs END to cast (-¼).
  Active Cost = 60 + 40 points; END Cost: 6 + (4); Magic Roll: -10; Casting 
  Time: 1 phase.
  
  TAP SKILL
  Occasionally a wizard will need to use a skill which he does not possess, and 
  others are unwilling to volunteer. This spell allows the caster to reach out and 
  tap this knowledge base, disconnecting the portion of the target's brain with the 
  skill, and using it for his own purposes. The transfer can be resisted by the owner 
  using his Mental Defence(s), and the skill will gradually be restored after the 
  Enchanter ceases to pay the x2 END cost.
  Power: 1d6 Transfer Skill to Skill, Maximum 10 points
  Specific Modifiers: Attack versus Limited Defence (Mental Defence, +¾), 
  Invisible Power Effects (All Senses except Mental, +1); Only to transfer the 
  same skill (-½), x2 END (-½), Skill level can not exceed target's (-¼), 
  Requires Magic Skill Roll (-½), Extra Time: 1 Phase (-½).
  Active Cost = 38 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase.
  
  TARQUA'S FROSTBALL
  Developed by the Olmai Ice Mage, Tarqua, for the specific purpose of teaching 
  his advanced students, this spell is a useful weapon in its own right. It appears as 
  a globe of snow and ice that, when thrown, explodes on contact to envelop the 
  unfortunate victims, freezing them. Worse still, they then find themselves 
  trapped in bonds of ice.
  First Power:  6d6 Energy blast (cold)
  Second Power: Entangle 3d6 (ice bonds)
  Specific Modifiers: Brittle (1 Bod, -½), loses 1 def per phase (melts, -1), 
  susceptible heat or flame powers (-½), linked to EB (-½)
  Combined Specific Modifiers: Explosive (+½), will not work in hot 
  environments or underwater (-¼)
  Active Cost: 45 + 45 points; END Cost: 9; Magic Roll: -9; Casting Time: ½ 
  phase.
  
  TATTOO
  This spell will cause an inanimate object to be reduced 10-fold in size and 
  transformed into a tattoo on the caster's skin. The object must be touched only 
  at the end of the casting, enabling lit torches or camp-fires to be tattattooized. 
  The transformed items remain until the caster "peels" the tattoo off and throws 
  it to the ground. While in tattoo form, items appear as full-colour, intricate 
  representations of whatever is contained within. A successful dispel magic upon 
  the caster will each item to spring back into original form instantaneously. A 
  caster may have as many tattoos on his body as could reasonably fit. If the caster 
  dies, all the items are immediately released.
  First Power:  2d6 Major Transform - item to tattoo
  Specific Modifiers: Cumulative (+½); Unranged (-½), Power cannot be 
  used to create more tattoos than could fit on the caster's body (-¼).
  Second Power: Life support - Does not breathe or eat, immunity to ageing
  Specific Modifiers: Usable against others (+1); Costs END to cast (-¼), 
  Linked to transformation (-¼).
  Active Cost = 45 + 36 points; END Cost: 8; Magic Roll: -8; Casting Time: ½ 
  Phase
  
  TELEPATHIC CONTACT
  When contact must be made with another mind, there is no substitute for this 
  spell. Note that the caster must have permission from their targets before using 
  this spell.
  Power: Mind Link with any one willing target
  Specific Modifiers: Costs END (-½).
  Active Cost = 15 points; END Cost: 1; Magic Roll: -1; Casting Time: 0 Phase
  
  TELEPORT
  This spell causes the Wizard to dematerialize into a glowing cloud of swirling 
  lights which coalesce into a point, then vanish. He materializes near the 
  destination hex in a reverse of the process. The Wizard can memorize any 
  location as a destination, or he can teleport to a place he can see directly. The 
  memorized location becomes unstable with increasing distance, and he could be 
  teleported to a place in the vicinity. The spell will not place the Wizard inside a 
  solid object, returning him instead to his original location.
  Power: Teleport 1.2km, one floating location
  Specific Modifiers: ½ END (+¼), safe Blind Teleport (+¼); ½ DCV 
  Concentrate (-¼), Limitation: floating location unstable (Must make an 
  Attack Roll versus the location hex, unless directly visible, -1), Extra Time: 
  1 turn (-½).
  Active Cost = 97 points. END Cost: 5; Magic Roll: -10; Casting Time: 1 turn.
  
  TEMPERATURE
  This spell enables the caster to make all targets within a 3" radius feel a 
  dramatic change in the temperature. This perceived change does not have any 
  immediate effects on the targets (in the form of damage), but can seriously 
  effect them in the long run. For example, if the targets felt the equivalent of 
  60°C while fighting, they would sweat profusely (and use up tons of END). The 
  GM has the final say on exactly what the effects of this power will be.
  Power: 5d6 Mental Illusions
  Specific Modifiers: Area Effect (3" Radius) (+1); Limitation: tactile only, 
  temperature only (-2), Limitation: cannot damage target (-1).
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  TEMPLE OF SOLITUDE
  This spell is used to create a small pocket of solitude, where the caster can pray 
  or meditate without disturbance from the outside world. The nature of the 
  pocket allows the caster to view events that are occurring where he left the 
  world, but he is unable to affect their outcome until he returns.
  First Power:  Clairsentience (Sight/Sound)
  Specific Modifiers: Indirect (Location of pocket, +½), Transdimensional 
  (+½).
  Second Power: Extra-Dimensional Movement
  Specific Modifiers: Linked to Clairsentience (-½), Only to a local (1 hex) 
  pocket (-1).
  Active Cost = 50 + 20 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  TEMPORAL TORNADO
  This exceptionally powerful and dangerous spell calls into being a whirling plume 
  similar to a tornado, but of garish, swirling colours Once cast, it rushes away 
  from the caster in eccentric and unpredictable patterns. All who are caught in 
  the plume are whirled away into a random time. However, once cast, the spell 
  user is unable to control the path of the plume and so is a danger to all around 
  him.
  Power: Extra-dimensional movement in time only (any time).
  Specific Modifiers: Area effect radius (6" Radius, 1 hex hole in middle, 
  Non-selective, +1), Usable against others (+1); Movement in time only (-½) 
  Extra time (Full Phase, -½), Caster cannot control destinations (-¼).
  Active Cost = 180 points; END Cost: 18; Magic Roll: -18; Casting Time: 1 
  Phase
  
  THAUMATURGIC DOLL
  Some mages are renowned and feared for their ability to create Thaumaturgic 
  Dolls - a doll which resembles a person and is thus is connected to him. A mage 
  using one of these dolls can infallibly detect the location of his target, and 
  anything done to the Doll (cutting, burning, drowning, and so forth) will be felt 
  by the person. Only the most accomplished Mages can make Thaumaturgic Dolls. 
  Thaumaturgic Dolls may be made of any substance, but are usually made of wax 
  or cloth. The Doll does not have to look exactly like its subject, but must be at 
  least be readily identifiable as the intended target.
  In order to properly "connect" a Thaumaturgic Doll with its subject, by means of 
  the Principle Of Contagion, three or more of the following substances must be a 
  part of the Doll: the victim's hair, nails, skin, saliva, blood, tears, or sweat; or 
  clothing once worn by the victim. The more materials that can be worked into a 
  Doll, the more effective that Doll will be. (Once a Doll is completed, it can be 
  used again and again, so long as the caster is in range. The Doll can be harmlessly 
  destroyed as long as one of the "sympathetic" spells is not being used.
  Obviously a Thaumaturgic Doll can be used to do many different things. The most 
  common uses are causing the victim pain or death, paralysing the victim, or 
  mentally controlling him; spells for achieving these effects are given below.
  First Power:  Mind link
  Specific Modifiers: Usable against others (+1), linked to Second power.
  Second Power: see below
  Specific Modifiers: Indirect (any location/direction, +¾), Extended range 
  (x16, +1).
  
  Combined Specific Modifiers: OAF (Thaumaturgic Doll; fragile, reusable, 
  long and difficult creation process; -1 ½).
  Active Cost = 40 + ? points. END Cost: 10; Magic Roll: -10; Casting Time: ½ 
  phase.
  Options
   Assault
  Power: 20 STR Telekinesis
  Specific Modifiers: Invisible effects (to sight, +½) 65 active points
   Pain
  Power: 2d6 RKA
  Specific Modifiers: Penetrating (+½) 65 active points
   Paralyse
  Power: 2d6 Entangle
  Specific Modifiers: Takes No Damage (+½) 65 active points
   Smother
  Power: 3d6 EB
  Specific Modifiers: NND (defence is not breathing +1) 56 active points
   Haunt
  Power: Images (sight and sound)
  Specific Modifiers: Only visible to subject (+¼) 60 active points
   Waste
  Power: 2d6 BOD Drain
  Specific Modifiers: Invisible effects (to sight, +½) 65 active points
  
  THE CASTING OF THE RUNES
  This spell enables the caster to crudely foretell the future. By inscribing mystic 
  runes on a sufficient number of clay counters or pebbles, he can toss them onto a 
  table or other surface, and discern the future from the patterns in the way the 
  pieces arrange themselves.
  Power: Precognitive Clairsentience
  Specific Modifiers: Precognition only (-1), Concentration (0 DCV, -½), 
  Extra Time (1 Turn, -1), Focus (Rune counters; OAF, reusable; -1), Answers 
  Are "Fuzzy," Vague, And Mysterious (-½).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Turn.
  
  THE CHAIN OF MYRIAD USES
  This spell allows the Mage to harness some natural force - a wind, a stream, an 
  earthquake, and so forth - and use it to increase the power of his own spells. The 
  natural force needs to be fairly strong (for example, mild breezes are not enough 
  to provide sufficient force), and the caster's spells can only be increased in 
  power in proportion to the strength of that force (thus, a stiff breeze might only 
  be worth 1d6, whereas a volcano or earthquake would allow the caster to add 
  the full 5d6 Aid). The Chain will not work to harness energy from other spells or 
  from non-natural phenomenon (such as the turning of a wheel).
  Power: 5d6 Aid
  Specific Modifiers: Can Aid Any One Spell (+¼); Can Only Be Cast In The 
  Presence Of Strong Natural Phenomenon And Can Only Increase Spells In 
  Proportion To That Phenomenon's Strength (-1).
  Active Cost = 62 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  THE CHANT OF BINDING
  This magical spell is used to "lock" doors, chests, and the like. The spell lasts 
  until the door is opened by someone other than the caster, after which it must 
  be renewed. Anyone who is strong enough can still open the door, which will 
  break the spell permanently. The door can also be cut through, burnt, or 
  otherwise destroyed.
  Power: 20 STR Telekinesis
  Specific Modifiers: Persistent (+1) 0 END (+½); Spell Is Permanently Broken 
  If The Locked Object Is Opened Or Destroyed (-¼), Costs END to cast (-¼).
  Active Cost = 75 points. END Cost: (7); Magic Roll: -7; Casting Time: ½ 
  Phase
  
  THE CRUSHING RINGS OF ZONTAL
  The caster of this mighty spell can create a band of metal that shoots off his 
  finger and encircles the victim. The band then reverts to normal size, squeezing 
  the victim.
  Power: 30 STR Telekinesis
  Specific Modifiers: Telekinesis only for grab and squeeze (-1), OIF - Metal 
  ring (-½), (-¾).
  Active Cost = 45 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  THE DANCE
  By means of this spell the caster enables those in the crowd to dance with grace 
  beyond their natural ability. As they do so the special effects of the spell work to 
  create a lovely spectacle.
  Power: 2D6 DEX Aid
  Specific Modifiers: 4" Radius area effect (+1½), Effect Fades per 5 minutes 
  (+½), Concentrate ½ DCV Throughout (caster must play or sing, -½), Lim: 
  Effect fades instantly if caster stops playing (-¼), Full Phase (-½).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 Phase.
  
  THE DAZZLING MARTIAL DISPLAY
  The Warrior spins and whirls his weapon in a bewildering pattern at great speed, 
  planting seeds of doubt in the minds of even the most determined opponents. 
  The presence of the character is greatly increased while he performs this martial 
  show, and for a short time thereafter.
  Power: 2d6 Aid to PRE, +30 Maximum
  Specific Modifiers: Only versus those who view display (-¼), Gestures 
  throughout (whirling weapon) (-½), OAF (weapon, -1).
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  THE EYE OF EAGLE ARCHERY
  Once the arrow is unleashed, it spins rapidly in flight, greatly increasing its 
  accuracy and compensating for atmospheric conditions as it speeds towards the 
  selected target.
  Power: +10 to offset range penalties with Bow
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  THE FIRST WORD OF OPENING
  This spell is for opening doors, chests, and other locked objects. It does not work 
  on doors which have been magically sealed, only on normally locked doors.
  Power: Lockpicking, (DEX + 8) or less roll
  Specific Modifiers: Spell Will Not Work On Doors Which Have Been 
  Magically Locked (-¼), Costs END (-½).
  Active Cost = 19 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ phase
  
  THE GREAT STORM
  This spell calls into being a tremendous storm, one powerful enough to destroy 
  vast armies and entire towns. While the spell is very destructive, it has few uses 
  in combat due to the extensive time and preparations required to cast it. The 
  spell was originally created to destroy the forces of an invading army. Obviously, 
  this spell disturbs the gentle balance of the surrounding ecosystem a great deal, 
  and should only be cast in times of great need.
  First Power:  Change environment: howling wind and rain (-2 PER, sight 
  and hearing groups)
  Specific Modifiers: Megascale 10 km (+½), linked to Telekinesis (-½)
  Second Power: 20 STR Telekinesis
  Specific Modifiers: Area Effect (1 hex Megascale, 10 km +1); only to grab 
  and throw things in a random direction (-¼)
  Combined Specific Modifiers: ½ Endurance (+¼), Extra Time: 5 Hours (-3), 
  Will not function in Enclosed Environments (-1).
  Active Cost = 30 + 67 points. END Cost: 4; Magic Roll: -9; Casting Time: 1 
  Day
  
  THE GREAT WASTING
  This spell is a powerful invocation which is known to only the most competent 
  weather Mages. When this spell is cast, it changes the environment in a 1000 km 
  radius, causing a drought. This drought can last for years and has been known to 
  leave some countries which were once fertile as barren wastelands. Needless to 
  say, most good Mages look down upon the use of this spell.
  Power: Change Environment (Normal weather into drought conditions) 
  Long lasting (years, +20)
  Specific Modifiers: Megascale, 1000 km (+1), Extra Time: One Day (-3 ½).
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: 1 Day
  
  THE GREY HAND
  The mage who casts this spell can completely disintegrate any creature that he 
  touches. Before the lethal touch is used, his hand turns dark grey - hence the 
  name of the spell. If touched, the victim crumbles into grey dust and blows away 
  with the wind.
  Power: 10d6 HKA
  Specific Modifiers: Victim is unaffected if not killed outright (-1), Only 
  affects living beings (-½), STR does not add (-½), No Knockback (-¼).
  Active Cost = 150 points; END Cost: 15; Magic Roll: -15; Casting Time: 1 
  Phase
  
  THE GRIP OF IRON
  The caster can cause existing metal on the victim's body to lock up and restrict 
  his movement. The more metal that is in on the target, the more effective this 
  spell will be. (As a decent approximation, the GM can assume that the Entangle 
  will have a maximum of 1 DEF for each point of DEF that the character has in 
  metal armour, up to amount rolled for the Entangle). When the spell is broken, 
  the metal reverts back to its original form.
  Power: 5d6 Entangle
  Specific Modifiers: Size of Entangle is based on metal carried by victim 
  (-½).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  THE INSENSATE WORD
  This spell renders the caster's opponent blind and deaf for a short time. The 
  caster must be standing near the person to be affected when the spell is cast.
  Power: 5d6 Flash, Sight and Hearing Groups
  Specific Modifiers: Full Power Only (-¼), No Range (-½).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  THE MEDUSA TOUCH
  This spell allows the caster to do with a touch what the mythical Medusa did with 
  a glance: turn a person to stone. This is an all or nothing transformation
  The only sure way to reverse the spell is to cast Animate Statue on the target, 
  though it is rumoured that very powerful earth elementals can reverse it at will.
  Power: 9d6 major Transform (into stone statue)
  Active Cost = 135 points; END Cost: 13; Magic Roll: -13; Casting Time: ½ 
  Phase.
  
  THE NEXT WHISKEY BAR (or Tavern Locator spell)
  This spell is used by a mage who is looking for a good place to have a blast and 
  get blasted. It seeks out all establishments within range and instantly gives the 
  caster a mental impression of the best place, with regards to its location, name, 
  and general appearance. The spell determines which is the "best" location by 
  considering the following factors, in descending order of importance: Strength 
  and quality of drinks served, Wildness factor, Size of bar, and Inexpensiveness. If 
  there is no such location (at all) within spell range, the spell fails and the caster 
  falls into a brief faint, to emerge from it weeping but unharmed.
  Power: Detect (Bar), Discriminatory, 360°, +5 PER
  Specific Modifiers: Side Effects (6d6 NND, -1), Side effects triggered if no 
  target detected (-¼).
  Active Cost = 24 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ phase
  
  THE NIGHT EYE
  The eyes of the wizard become like that of a cat - large and green with vertical 
  slit pupils. Total darkness is impenetrable to the Night Eyes, but starlight is as 
  bright as day.
  Power: Ultraviolet vision
  Specific Modifiers: Visible (-¼), Limitation: Reforms the body into a part 
  human, part animal form (-½), Costs END (-½).
  Active Cost = 5 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  THE PHOENIX EFFECT
  Getting its name from the mythical phoenix, this powerful spell causes the caster 
  to seemingly explode in a blinding flash of fire. Anyone standing near the mage 
  will be badly burned, as well as blinded. The wizard himself takes no damage.
  This spell is used by powerful fire wizards when they are fighting alone, or when 
  they have no concern for their companions. It has a stunning effect on the 
  battlefield, blinding or disabling all of the wizard's nearby opponents.
  First Power:  2d6 RKA
  Second Power: 6d6 Flash vs. sight
  Specific Modifiers: Linked to RKA
  Combined Specific Modifiers: Explosion (+½), lose one DC per 3" (+½), 
  Personal Immunity (+¼); Doesn't work in rain or underwater (-¼), No Range 
  (-½).
  Active Cost = 67 + 67 points END Cost: 13; Magic Roll: -13; Casting Time: ½ 
  phase.
  
  THE QUESTING SPELL OF SKALIZAR
  This immensely powerful geas can be used by Enchanters to force others to do 
  their will. However, unlike some cruder questing spells, this spell does not simply 
  mind control the subject into carrying out the quest. Instead, it makes the 
  consequences of not continuing the quest so dire that the subject chooses to do 
  it himself. This usually means that the quest has a higher chance of success.
  Once the spell has been cast, the victim can act normally. However, if he doesn't 
  pursue the quest to the best of his ability (as determined by the Telepathy), then 
  the BODY Drain is activated. This powerful Drain exists solely to punish the 
  character whenever he ignores the quest (as determined by the Telepathy). This 
  also makes it extremely difficult for the victim to have the geas dispelled.
  First Power:  8d6 Telepathy
  Specific Modifiers: 0 END (+ ½); Extra Time: 5 minutes (-2), Only for 
  Activating Trigger (-1).
  Second Power: 1d6 Body Drain
  Specific Modifiers: Recovers 5 Character Points per week (+1 ½), 0 END 
  (+½), Trigger: Whenever subject isn't pursuing the quest to the best of his 
  ability (+¼); Extra Time: 5 minutes (-2).
  Active Cost = 60 + 72 points; Total END Cost: 7; Magic Roll: -7; Casting 
  Time: 10 Minutes
  
  THE RENDERING OF THE POLEARM
  The melee weapon of the warrior-mage lengthens into a versatile pole weapon, 
  allowing him to strike at an opponent two hexes further away.
  Power: 2" Stretching
  Specific Modifiers: Gestures (-¼), Incantations (-¼), Requires a Skill Roll 
  (-½), OAF (Weapon, 1), Requires two hands to wield (-¼).
  Active Cost = 10 points. END Cost: 0; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  THE REVELATIONS OF THE MAD
  The chanting of this terrible spell renders all who hear it insane. Only the spell 
  caster himself is immune.
  Power: 3d6 Major Transform (sane people into insane people)
  Specific Modifiers: Cumulative (+½), Area of Effect (24" radius, +1½), 
  Personal Immunity (+¼); No Range (-½), Incantations (-¼), Does Not Work 
  On Those Who Cannot Hear The Word (-¼).
  Active Cost = 146 points. END Cost: 15; Magic Roll: -15; Casting Time: ½ 
  phase.
  
  THE SECOND WORD OF OPENING
  This is the opening spell for use on doors which have been magically locked with 
  The Chant Of Binding or similar magics. The spell’s force (i.e., its Telekinetic 
  STR) does not break the door, but rather "breaks" the force holding the door 
  shut. The door may still be normally locked, of course, requiring other means to 
  open it.
  Power: 20 STR Telekinesis
  Specific Modifiers: Only Works To Open Magically-Locked Doors (-1).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  THE SPELL OF ENCHANTING A WEAPON
  A clay disk is prepared beforehand bearing a runic representation of the specific 
  enchantment to be cast on a weapon. Once the spell is cast, the weapon is 
  wreathed in magical power, and it can be wielded to great effect against a 
  known weakness of a foe. Thus, a fire rune disk will wrap the end of the weapon 
  in enchanted flames, causing greater damage to those vulnerable to heat.
  Power: 2d6 HKA
  Specific Modifiers: Variable Special Effects (Any, +½), OAF (Weapon; Clay 
  disk with rune, expended but easy to replace) (-1), Only to match rune 
  (-¼), only up to limit of weapon used (-½).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  THE SPELL OF NET CASTING
  This spell generates a compact, weighted net, which the character can use to 
  entangle one or more opponents in a hex. The victims will eventually be able to 
  escape the rope web, but not without a struggle. Meanwhile, the victim is 
  subject to attack through holes in the web.
  Power: 2d6 Entangle
  Specific Modifiers: Area Effect (Hex) (+½), Entangle and Character both 
  take damage (+¼); Entangle with 1 BODY (-½), Requires two hands to hurl 
  net (-¼).
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  THE SPELL OF STRIKING SPIRITS
  By calling upon unearthly power, this spell allows the Warrior-Mage to strike a 
  desolidified foe or a spirit form with a specially enchanted weapon. The chosen 
  weapon is limned with an eerie silver glow while the spell is in effect.
  Power: 2d6 HKA OR 6d6 EB (physical)
  Specific Modifiers: Affects Desolidified (+½); OAF (Weapon, -1), only up to 
  limit of weapon used (-½).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  THE SPELL OF THE CLOSE-DANCING WEAPON
  This spell is a variant of the Dancing Weapon, allowing the caster to wield a 
  weapon at a distance of 3" against a foe. The spell is easier to use than the 
  primary, requiring no concentration by the caster and being less costly to 
  maintain.
  First Power:  3" Stretching
  Specific Modifiers: Only on extra limb (-¼).
  Second Power: Extra Limb
  Specific Modifiers: Linked to Stretching (-½). Active Cost = 7 points.
  Combined Specific Modifiers: Invisible Power Effects (Sight Group) (+½); 
  Only to wield a hand weapon (-½).
  Active Cost = 22 + 7 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  THE SPELL OF THE DANCING WEAPON
  This spell allows the Warrior-Magi to wield a hand-to-hand weapon at a distance 
  against a foe. Attacking in this manner requires steady concentration on the part 
  of the caster, however, rendering him vulnerable to attack. The weapon is also 
  more difficult to wield with accuracy at greater distances.
  Power: 20 STR Telekinesis, Fine Manipulation
  Specific Modifiers: STR not exceeding spell casters (-¼), Only to wield a 
  weapon (-½), ½ DCV Concentrate throughout (-½).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  THE SPELL OF THE DEBILITATING ARMOR
  This spell allows the mage to sap his enemies' strength from a distance. Its name 
  derives from the fact that heavily-armoured foes are often trapped by their 
  armour when the spell makes them too weak to support it.
  Power: 3d6 STR Drain (points return 5/Turn)
  Specific Modifiers: Ranged (+½).
  Active Cost = 45. END Cost: 4; Magic Roll: -4; Casting Time: ½ phase
  
  THE SPELL OF THE INSTANT ARMY
  This spell creates five illusionary duplicates of the warrior-mage. These 
  duplicates will mimic his movements, hopefully confusing his enemies into 
  striking at an image instead of at the spell caster
  Power: Images to Sight Group, -8 PER
  Specific Modifiers: Images Cover Four Hexes (+½); Set Effect (five 
  duplicates of spell caster; -1).
  Active Cost = 51 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  THE SPELL OF THE RETURNING WEAPON
  This spell will cause a hand-held weapon to return to the wielder’s hand after 
  being thrown. The character can add his strength to the throw, increasing the 
  damage when it strikes a target. This spell can only be used on weapons that can 
  normally be hurled in combat.
  Power: 2d6 HKA
  Specific Modifiers: Usable at Range (+½); OAF (Weapon, -1), only up to 
  limit of weapon used (-½), Limitation: only for thrown weapons (-¼).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  THE SPELL OF VORPAL SLICING
  The bladed weapon held by the Warrior-Mage becomes as sharp as cut glass, 
  slicing through the toughest armour to wound a foe. In effect, the weapon gains 
  the Armour Piercing and Penetrating advantages to a hand-to-hand killing attack.
  Power: 2d6 HKA
  Specific Modifiers: Armour Piercing (+½), Penetrating (+½); Only on a 
  bladed weapon (-¼), OAF (bladed weapon, -1), only up to limit of weapon 
  used (-½).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  THE SPELL OF WEATHERCALLING
  A powerful Mage can "summon" whatever type of weather he desires. Naturally, 
  the weather takes a while to build up - conditions do not change instantly. This 
  spell is especially useful for improving (or worsening) travel conditions, aiding 
  farmers, quenching forest fires, and the like. It cannot summon really extreme 
  weather conditions such as hurricanes, blizzards, etc. Once the caster stops 
  concentrating on the spell, the weather will begin to dissipate naturally. 
  However, there is a catch - such alterations in the local weather patterns can run 
  amok if not carefully controlled.
  Power: Change Environment (alter weather), long lasting (hours)
  Specific Modifiers: Megascale 1 km (+¼), any normal weather effect (+½), 
  0 END (+½); Extra Time (1 hour for weather to build,  -2 ½), Side Effects 
  (activated by a failed skill roll if used, or on an 8- roll otherwise; extreme 
  weather in local or surrounding area, -1)
  Active Cost = 34 points. END Cost: 0; Magic Roll: -4; Casting Time: 1 hour
  
  THE UNDERTAKER
  This powerful sorcery ritual will summon Xhargyle the Undertaker, the third 
  spawn of Primordial Chaos, to serve as an assassin for the caster. (See stats 
  below.) Xhargyle is anything but subtle, and will leave a trail of death and 
  wanton destruction wherever he travels. However, he is utterly relentless in his 
  task, and will pursue a target across the far reaches of the world and to other 
  dimensions until he has consumed his life force. During the casting process, a 
  mental sensation of "wrongness" will be radiated in all directions. Anybody 
  making a +16 PER roll, with modification for range, will become aware of the 
  sensation, along with the approximate direction of its source. If the caster fails 
  his Magic Skill roll, or is unable to placate Xhargyle, the beast will still appear 
  but will be extremely difficult to control and will have selected the wizard as his 
  next victim.
  XHARGYLE, THE UNDERTAKER
  This primordial slayer has lain dormant for millennia, awaiting the next call to go 
  forth and extinguish more life. Few know of the existence of this nihilistic horror, 
  and none who yet live know of his origins. Once set upon this task, he will 
  relentlessly pursue his victim, using all the powers and guile at his disposal, until 
  he has extracted any remaining life force. Unless promptly given a new task, 
  Xhargyle will then slay and destroy with wanton abandon. When visible, Xhargyle 
  has a tapered, serpentine body, with four oversized arms, each tipped with two 
  long, non-retractable force blades. His face is little more than a beaked mouth 
  surrounded by tentacles, the inner side of which are covered in suction cups. 
  Protruding wedges to either side of the head house the primary sense organs. A 
  spiked fin runs from the back of the head to just past his armoured torso, 
  protecting the neck. The body is a dark metallic colour, with a light grey sheen 
  across the belly.
  
  Val
  Char
  STR
  92
  DEX
  32
  CON
  50
  BODY
  42
  INT
  18
  EGO
  12
  PRE
  40
  COM
  2
  PD
  20
  ED
  18
  SPD
  12
  REC
  44
  END
  200
  STUN
  140
  Density Increase already included in the totals
  Cost
  Abilities
  144
  6d6 HKA Talons, x2 Armour Piercing (+1), Reduced Penetration (-1/4)
  65
  4d6 BODY Drain, Recover every 5 minutes (+1/2), Continuous 
  Uncontrolled (+1+1/2); Gradual Effect (every turn, -1/4), Must do BODY with 
  talons first (-1/4), 1d6 charges per hit (-1 1/4)
  51
  2d6 BODY Drain, Area Effect (6" Radius, +1), 0 END Persistent (+1); 
  Always On (-1/2), Only versus life forms (-1/4)
  
  67
  Density Increase (50pts, 100,000kg, -10KB), 0 END Persistent (+1), Always 
  On (-1/2)
  53
  Invisibility to Sight/Smell Groups with Fringe, 0 END Persistent (+1), 
  Always On (-1/2), Visible when struck by electric field or radiation (-1/4)
  18
  +20 PD, +18 ED Damage Resistance
  60
  75% Resistant Physical Damage Reduction
  24
  50% Resistant Energy Damage Reduction, Not versus Electricity or 
  Radiation attacks (-1/4)
  20
  Regenerate 2 Body/turn
  10
  Mental Defence (10 pts)
  10
  Power Defence (10 pts)
  10
  -10 Lack of Weakness
  200
  50" Teleport, 0 END (+1/2), Armour Piercing (+1/2)
  90
  10d6 Mind Scan, +20 Attack
  30
  +10 PER, All Senses
  23
  Infra-red/UV Vision, Mental Awareness, Tracking Scent, Ultrasonic 
  Hearing
  10
  N-Ray Vision, Blocked by radioactive material
  40
  Extradimensional Movement, Any Dimension
  45
  Full Life Support
  20
  +4 w/ H-to-H combat
  11
  Tracking 17-
  75+
  Disadvantages
  
  15
  Psych. Limitation: Must find and slay target (Uncommon, Total)
  5
  Psych. Limitation: Fear of Electricity (Uncommon)
  15
  Psych. Limitation: Destructive (Common, Strong)
  15
  Phys. Limitation: No fine manipulation
  10
  2x BODY from Electricity and Radiation (Uncommon)
  10
  Reputation (Extreme) 8-
  10
  1" Running
  10
  1" Swimming
  1286
  Creature Bonus
  Power: Summon Xhargyle the Undertaker
  Specific Modifiers: OAF - Circle of Summoning, Immobile (-2), Side Effect 
  (Same summoning, but Xhargyle is implacably hostile, and the caster is his 
  sole target, -1), Extra Time - 1 hour (-2-½), +16 PER sense of "wrongness" 
  radiated in all directions during casting (-1).
  Active Cost = 257 points. END Cost: (26); Magic Roll: -26; Casting Time: 1 
  hour.
  
  THE VOID
  This powerful spell creates a region of total emptiness which emanates outward 
  from the palm of the caster's hand. In this region, all of the physical senses are 
  stifled, leaving even the mystically enlightened senseless. This is the essence of 
  true darkness, where only the Mages of Darkness feel at home.
  Power: Darkness, 2" radius, impervious to Mental Awareness and the Sight, 
  Hearing, Radio, Smell/Taste, and Spatial Awareness Sense Groups.
  Specific Modifiers: Personal Immunity (+¼), Extra Time: Full Phase (-½).
  Active Cost = 100 points; END Cost: 10; Magic Roll: -10; Casting Time: 1 
  Phase
  
  THE WALKING DEAD
  This spell allows the caster to establish a mental link between himself and an 
  animated corpse. In addition, the caster can see through the eyes of the corpse. 
  When this spell is cast, the caster's eyes, and the eyes of the body he is 
  animating glow with foetid green light.
  First Power:  Telekinesis, 20 STR w/fine manipulation
  Specific Modifiers: Indirect (+½), Increased max. range (about 2 km, +¼).
  Second Power: Clairsentience (sight sense group, 8x Normal Range)
  Specific Modifiers: Only usable through eyes of corpse (-½), linked to TK 
  (-½).
  Combined Specific Modifiers: Reduced END (+¼), Extra Time: 1 Turn (-1).
  Active Cost = 70 + 45 points; END Cost: 5; Magic Roll: -11; Casting Time: 1 
  Turn
  
  THE WHIRLING TORNADO ATTACK
  The Warrior-Mage becomes a whirling tornado of destruction, striking rapidly at 
  any foes within range of his hand weapon.
  Power: 2d6 HKA
  Specific Modifiers: Area Effect (2" Radius maximum, Selective) (+1+¼); 
  OAF (weapon, -1), Radius limited by weapon type (-¼), only up to limit of 
  weapon used (-½).
  Active Cost = 67 points. END Cost: 7; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  THE WORD OF DEVASTATION
  This is one of a class of incredibly powerful spells which are known as the 
  Terrible Spells. Any of the Terrible Spells are capable of unheard-of damage and 
  destruction.
  The Word Of Devastation is a spell frequently employed during sieges. The Word 
  "summons" an earthquake which is capable of doing severe damage to most cities 
  and castles.
  Power: 4d6 RKA
  Specific Modifiers: Area of Effect: 192" radius (+½); Spell Only Affects 
  Buildings (-1).
  Active Cost = 180 points. END Cost: 18; Magic Roll: -18; Casting Time: ½ 
  Phase
  
  THE WORD OF THE ULTIMATE WEAPON
  If a mage knows a being's True Name, the mage can do just about anything to 
  that being. This spell is a manifestation of that law of magic - by using it, the 
  caster can simply kill the being. However, the need to know the being's True 
  Name keeps this spell from being used very often, since everyone (especially 
  beings of power) guards their True name with extreme care.
  Power: 7d6 RKA
  Specific Modifiers: Namer Must Know Target' s True Name (-2), 
  Incantations (speaking of subjects true name, -¼).
  Active Cost = 105 points. END Cost: 10; Magic Roll: -10; Casting Time: ½ 
  phase
  
  THREE WISHES
  The target of this spell is granted the ability to make three wishes, which can be 
  any combination of powers, advantages, and limitations (worth a maximum of 
  150 points) that are needed to satisfy the trigger phrase. The spell is activated 
  whenever the spell recipient says the words "I Wish" followed by a request, 
  regardless of whether the activation was intended or not. The spell is quite 
  literal in its implementation of the wish, and the results will not always have the 
  intended consequences.
  Power: 150 point Variable Power Pool
  Specific Modifiers: Cosmic Power Pool (+2), Trigger (Say "I Wish" in a 
  sentence, +½), Usable by Another (+¼); Only to satisfy trigger sentence 
  (-½), Costs END to cast (-¼), Three charges (-1-¼), Independent (-2), Extra 
  Time - 1 phase (-½).
  Active Cost = 562 points. END Cost: (56); Magic Roll: -56; Casting Time: 1 
  phase.
  
  THRESHOLD
  The caster uses this spell to increase his pain threshold, making him more 
  difficult to stun. The increased pain threshold will remain in effect for several 
  minutes after he ceases to maintain the spell. Each time the caster makes a stun 
  check, the CON Aid is added to the total.
  Power: 1d6 character points of Aid to CON, Maximum +20
  Specific Modifiers: Lose 5 points per Minute (+½); Only for Stun checks 
  (-1), ½ DCV Concentrate while casting (-¼), Requires Magic Skill Roll (-½).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  THUNDER
  This spell creates a deafening thunderclap, which the caster is immune to. 
  Although the effects are not permanent, they can be quite annoying.
  Power: 4d6 Flash versus Hearing
  Specific Modifiers: Area Effect, 2x Radius (2", +1 ¼), Personal Immunity 
  (+¼).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  THUNDER FIST
  This spell gives the caster the ability to strike with tremendous force using only 
  his bare hands.
  Power: +6d6 HA
  Specific Modifiers: HA (-¼).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  THUNDERCLAP
  This spell instantly removes the air from the target hex. The surrounding air 
  rushes in with a deafening clap to fill the void. Obviously this will have no effect 
  on a vacuum or solid hex target. If the target hex is a sealed chamber, then an 
  ordinary vacuum is created with no flash effect.
  First Power:  6d6 Flash (Hearing)
  Specific Modifiers: Explosion (-1 DC per 2", +¾); Only in open hex (0).
  Second Power: 2d6 Energy Blast (Implosion)
  Specific Modifiers: Area Effect (Hex, +½); Linked to Flash (-½).
  Combined Specific Modifiers: Increased Endurance (x2, -½), Only in open 
  hex (0).
  Active Cost = 52 + 15 points; END Cost: 14; Magic Roll: -7; Casting Time: ½ 
  phase.
  
  TIME BROTHER
  When this spell is cast, the mage summons a version of himself from an alternate 
  time stream. This "time brother" will immediately understand what is going on 
  (his own time stream has almost identical events occurring) and will work to aid 
  the caster. The presence of two versions of the same person in the same time 
  stream is very straining to the space/time fabric, and so the duplicate can only 
  remain for 24 seconds. Moreover, the spell cannot be cast more often than once 
  per hour. As the caster grows in power, he must continue to restudy this spell in 
  order to be able to summon more powerful versions of himself.
  Power: Duplication (identical version of caster)
  Specific Modifiers: Duplicate can only remain for 2 Turns (-½), Can only 
  cast the spell once per hour (-¼), Extra Time: Full Phase (-l/2).
  Active Cost = (Caster's points) / 5 points; END Cost: (Caster's points)/25; 
  Magic Roll: - (Caster's points)/25; Casting Time: 1 Phase
  
  TIME PHASE
  With the casting of this spell, the caster launches himself out the normal time 
  flow. The effect of this is that he can no longer interact normally with the 
  physical world. He is still vulnerable to magical attacks however. The spell is 
  very draining, and most casters can maintain it only for short periods of time.
  Power: Desolidification (vulnerable to magic attacks)
  Specific Modifiers: x 4 END Cost (-1 ½).
  Active Cost = 40 points; END Cost: 16; Magic Roll: -4; Casting Time: 0 Phase
  
  TIME PIECE
  The focus for this spell is a small mechanism consisting of various wheels, cogs, 
  rods, bands, ratchets, springs, and other parts. Once the parts are gathered, to 
  properly assemble such a mechanism requires a successful skill roll against KS: 
  Artifice Construction. Casting the spell will animate the device and cause it to 
  produce a regular motion that properly tracks the time of the day. This is very 
  useful if the caster needs to determine the time when he is in a location where 
  he cannot observe the sun or the stars. 
  Power: Detect Time of Day,+5 PER
  Specific Modifiers: Costs END to cast (-¼), OAF - Mechanism (-1), Extra 
  Time - Full Turn (-1).
  Active Cost = 10 points. END Cost: (1); Magic Roll: -1; Casting Time: 1 
  Turn.
  
  TIME TUNNEL
  When this spell is cast, a small time tunnel appears between the caster and any 
  small ranged attack moving at him. As the attack strikes the tunnel it is displaced 
  in time, protecting the caster from any harm.
  Power: Missile Deflection, all ranged attacks, +2 to roll
  Specific Modifiers: Gestures (-¼), Incantations (-¼).
  Active Cost = 30 points; END Cost: 0; Magic Roll: -3; Casting Time: ½ Phase
  
  TIME STOP
  When the time mage casts this spell, all time in an area stops for up to twelve 
  seconds. Anything entering the area of time stop also stops in time, up to a 
  maximum of 400 kg. Nothing in the area of stopped time can be affected by the 
  outside world in any way, nor can anything in the area of stopped time affect 
  anything else.
  Power: Extra-dimensional movement, transport through time, 12 seconds 
  into the future only, 400 kg weight. (A special effect of this spell is that 
  those affected are "frozen" in space for the 12 seconds the spell lasts. 
  Because they have actually been transported forward in time they cannot 
  be affected in any way by the outside world)
  Specific Modifiers: Usable on others (+½), Usable at range (+½), One Hex 
  area effect (+½), Continuous (+1), Uncontrolled (+½), ½ END cost (+¼), 
  Attacks occurring after the initial casting (due to the continuous effect) 
  send the target 12 seconds into the future from the time of the initial 
  casting (-¼), Caster must put only enough END into the spell for it to last 
  up to 12 seconds, additional END is not allowed (-¼).
  Active Cost = 127 points; END Cost: 13; Magic Roll: -13; Casting Time: 0 
  Phase
  
  TIME VORTEX
  By casting this spell, a hole is created in the space/time fabric which creates a 
  area of swirling and destructive time fields. Once created, the vortex is no longer 
  controlled by the caster and will begin moving about randomly, wreaking havoc 
  wherever it goes. Due to the warping nature of this spell on space-time, it can 
  only be used three times daily.
  First Power:  Extra-dimensional movement forward in time only. Time 
  jumped forward is random (roll d6 on the time table, so a roll of 1 = 1 
  phase, 6 = 5 hours).
  Specific Modifiers: Usable against others (+1), Area effect radius (6" 
  Radius, +1), Usable at range (+½); vortex occupies 1 hex in the area of 
  effect, and moves randomly within the area of effect (–½), 3 continuing 
  charges with a duration of 1 Turn (the spell can be ended by using other 
  time magic to "heal" the hole or by placing a large object, over 800 kg, in 
  the area of effect thus blocking the hole, -¾).
  Active Cost = 157 points; END Cost: 0; Magic Roll: -16; Casting Time: 0 
  Phase
  
  TONGUES
  This handy little spell enables the caster to understand and communicate in 
  almost any tongue (or sign language, for that matter).
  Power: Universal Translator
  Specific Modifiers: Target must engage in conversation (-½), Extra Time: 1 
  minute (-1 ½), Costs Endurance (-½).
  Active Cost = 20 points; END Cost: 2; Magic Roll:-2; Casting Time: 1 minute
  
  TORNADO
  One of the most difficult spells to have ever been cast, the Tornado Spell is also 
  one of the most destructive.
  Once cast, a 100 toot tall funnel quickly appears above the target hex (maximum 
  range is 150"). The tornado sucks up everything in a radius around the target hex 
  with a STR of 50 (just strong enough to pick up a small Farmhouse). Beyond 7" 
  the winds lose 5 STR per hex. Everything picked up is thrown upward though the 
  funnel and in a random direction with the full STR of 50.
  Anything or anyone thrown through the funnel is buffeted randomly by whatever 
  else has been sucked up. On two separate 11- rolls, the unfortunate subject 
  caught by the tornado takes 1 ½d6 K and 6d6 normal - both physical damage. 
  There is no chance to dodge these objects; they'll either hit, or they won't.
  The average man-sized object will be thrown 32" straight up, and 16" to the side. 
  It will take 3 seconds to fall to the ground, with a velocity of 15" (taking 15d6 
  damage).
  This spell takes a minimum of 5 minutes to cast, requires a large bulky altar and 
  total concentration.
  First Power:  Telekinesis (STR 50)
  Specific Modifiers: Area Effect (7" radius, +1), Explosive (+½), Only lifts up 
  and throws in one direction (-½)
  Second Power: 3d6 RKA (phys.)
  Specific Modifiers: Area Effect (vertical 18" line) (+1), Linked to TK (-½), 
  Activation 11 - (-1), Reduced Penetration (-¼)
  Third Power: 6d6 EB (phys.)
  
  Specific Modifiers: Area Effect (vertical 12" line) (+1), Linked to TK (-½), 
  Activation 11 - (-1)
  Combined Specific Modifiers: Five Minutes (-2), 0 DCV (-½), OAF - large 
  bulky altar (-1 ½),
  Active Cost = 225 + 90 + 60 points. END Cost: 37; Magic Roll: -37; Casting 
  Time: 5 Minutes
  
  TOUCH OF DECAY
  With but a word and a touch, the caster can cause unliving objects to crumble 
  and rot, while living objects wither and die.
  Power: 2d6 BODY Drain
  Specific Modifiers: Return delayed 5 days (+1 ½), Limitation: does not 
  work on ground sanctified to a "good" religion (-¼)
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  TOUGHEN CLOTHING
  A mage can alter the fabric of his clothing, making it effectively as tough as 
  armour with this spell. The armour will last until it is no longer needed, but only 
  covers part of the body.
  Power: 6 PD/ED Armour
  Specific Modifiers: 14- Activation Roll (-½).
  Active Cost = 18 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  TRACE TELEPORT
  This spell allows the Wizard to trace a use of the Teleport power back to its 
  source. The spell works without a distance penalty to a radius of just over 
  1,000km, and suffers a -2 penalty for each doubling of the range thereafter. The 
  Wizard will know the distance and direction of the Teleport source, but nothing 
  further. With the passage of time, the Teleport trace fades, becoming more 
  difficult to detect.
  First Power:  Sense Teleport Source, +34 Telescopic, 360 Degree
  Second Power: Retrocognition
  Specific Modifiers: Linked to Sense Teleport Source (-½), Only to sense 
  known Teleport Source (-1), Suffers a -1 PER penalty per step down the 
  time chart beyond 1 turn (-½).
  Combined Specific Modifiers: Extra Time: 1 turn (-½).
  Active Cost = 44 + 40 points. END Cost: 8; Magic Roll: -8; Casting Time: 1 
  turn.
  
  TRACKLESS
  Once cast, this spell allows a group of up to eight individuals to move across a 
  soft surface without leaving tracks.
  Power: 5" Flight
  Specific Modifiers: Usable at Range by Others (8 including Wizard, +1 ¾); 
  Only to move across soft surface (-1).
  Active Cost = 27 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  TRACK MAGIC
  This power greatly enhances the senses of the caster, allowing him to sense 
  magic anywhere within range. He can also detect any strong magic which has 
  passed his location recently, then follow the lingering traces to its source.
  Power: Detect Magic, Sense, Range, Tracking
  Specific Modifiers: Invisible Power Effects (All) (+1); Cost ½ END to use 
  (-¼).
  Active Cost = 34 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  TRANCE
  This spell is used by many wizards to enhance the practice of their art. By casting 
  it, the wizard becomes immersed in the mystical world - he is no longer aware of 
  his physical body. The intense concentration thus possible allows him to augment 
  his magical powers, but at some risk. If he fails his magical skill roll (use INT roll 
  as default), the mage enters the trance as normal, but is unable to withdraw 
  from it, slipping instead into a coma. He may try repeatedly to leave the trance 
  at later increments on the time chart - otherwise, dispel magic or some similar 
  power is required.
  First Power:  3d6 Aid to a single magic power
  Second Power: +3 to magical skill roll with a single power
  Specific Modifiers: Any magical power (one at a time, +½); Side Effects 
  (Mage becomes unable to escape trance, -1) Concentration (0 DCV, trance-
  like, throughout spell, -1), Extra time (1 minute, -1 ½).
  Active Cost = 45 + 9 points; END Cost: 5; Magic Roll: -5; Casting Time: 1 
  minute.
  
  TRANSCENDENT HEALING
  This powerful spell of healing is only known by the most powerful of wizards and 
  sorcerer-priests. It will restore the recipient to health even from mortal illness.
  Power: 7d6 Healing
  Specific Modifiers: Aid to any characteristic below starting value (+2), 
  Extra Time: 1 Hour (-2 ½).
  Active Cost = 210 points. END Cost: 21; Magic Roll: -21; Casting Time: 1 
  hour
  
  TRANSCENDENT SUMMONING
  The traditional summoning ritual, this spell allows the caster to summon any 
  creature that he can describe in some detail. (A Knowledge Skill roll is required, 
  unless the caster has already witnessed the creature.) The being will be a typical 
  member of its species, and is likely be uncooperative unless given sufficient 
  inducement. Casting this spell requires a circle of summoning, a task requiring a 
  full hour of steady concentration to prepare, unless the character already has 
  one completed. The residence of a Conjurer will usually have a separate room 
  devoted to this task, with the circle permanently inlaid in the floor.
  Power: Summoning
  Specific Modifiers: Any Creature (+2); OAF - circle of conjuration (requires 
  drawing materials and an hour to prepare), immobile (-2), Requires 
  knowledge of creature or specific KS roll (-¼), Extra Time: Five Minutes 
  (-2).
  Summoning
  Active 
  Cost
  END 
  Cost
  Magic 
  Roll
  10 Points
  6
  (1)
  -1
  25 Points
  15
  (1)
  -1
  75 Points
  45
  (4)
  -4
  125 Points
  75
  (7)
  -7
  175 Points
  105
  (10)
  -10
  225 Points
  135
  (13)
  -13
  
  TRANSFORM PLANT
  This power enables the Wizard to completely transform one plant species into 
  another of roughly the same size and mass. The focus for the spell is a seed from 
  the plant species which will result from the transformation.
  Power: 2d6 Minor Transformation
  Specific Modifiers: Any Plant (+¼), Cumulative (+½); OAF - Seed from new 
  plant species, fragile (-¾), Extra Time - 1 turn (-1).
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: 1 turn.
  
  TRIGGER MESSAGE
  When this spell is triggered, it plays back a sound recorded earlier by the caster. 
  The trigger can be any event that can be observed by the caster's normal senses.
  Power: Images (Sound) -3 PER
  Specific Modifiers: Invisible Power Effects (All Senses, +1), Trigger (Any, 
  +½).
  Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  TRIP
  Objects on the floor, as well as the floor itself, animate and trip anybody moving 
  through the area. This spell has no effect against swimming or flying creatures.
  Power: 2d6 Suppress Running
  Specific Modifiers: Area Effect (Radius) (+1), Does Knockback (+¼).
  Active Cost = 22 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  TRUE FORM
  With this spell, the caster can attempt to dispel transformation magic, returning 
  the target to its natural form. The caster touches the target, and if successful, a 
  low humming sound occurs as the target gradually assumes its original shape.
  Power: 12d6 Dispel (vs. Transform)
  Active Cost = 36 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  TRUE SEEING
  This power allows the character to see clearly through all but the most powerful 
  and devious illusions, both mental and physical. The caster can spot invisible 
  foes, see through illusionary darkness, and know images to be mere figments of 
  the imagination. The illusion will still provide a visual distraction, however, 
  making it difficult to see details of what lies beyond.
  Power: Spacial Awareness (Mystical Sense)
  Specific Modifiers: Only to see through Illusionary magic (-½).
  Power: +25 Mental Defence
  Specific Modifiers: Only versus Mental Illusions (-½), Linked to Spacial 
  Awareness (-½).
  Combined Specific Modifiers Cost ½ END to use (-¼).
  Active Cost = 25 + 25 points. END Cost: 2; Casting Time: ½ phase.
  
  TSESHARI'S SHADOW PUPPET
  The Shadow Puppet spell was created by the little-known Illusionist, Weilam 
  Tseshari, to allow his illusions to make simple but permanent alterations to the 
  real world.
  First Power:  10 STR Telekinesis
  Specific Modifiers: Area Effect (16" Radius, +2).
  Second Power: Images (Sight, Sound, Touch)
  Specific Modifiers: 16" Radius (+1); Linked to Telekinesis (-½).
  Active Cost = 45 + 40 points; END Cost: 8; Magic Roll: -8; Casting Time: ½ 
  phase.
  
  TSUNAMI
  The most devastating spell available to a Water Wizard, this spell is quite 
  capable of taking out a fleet of ships or an entire coastal village. This spell is 
  normally used only by the most foolhardy or by the strongest of mages as the 
  results of success or even the consequences of failing are severe. It should be 
  noted that this spell can only be done with a body of water that is considered a 
  sea or ocean.
  To cast the spell the wizard must either be standing near the body of water or on 
  the water. During the entire casting period, during which the wizard is slowly 
  tossing the water from the body of a water elemental into the sea, the wizard is 
  totally unaware of his surroundings and is very vulnerable to attack. Once the 
  spell has been completed, the attack takes place over a huge area. However,the 
  Tsunami does not immediately affect the entire area - it starts closest to the 
  caster and move as a wave at 10" per Segment. This is neither an Advantage or a 
  Limitation, as the pluses and minuses tend to balance each other out.
  Power: 15d6 Energy Blast vs PD wave that travels at 10"/segment
  Specific Modifiers: Area Effect Cone (512" to a side) (+2 ¾), Gestures (-¼), 
  OAF - Water from the body of a Water Elemental (-2), Will only work in 
  ocean or sea (-1), Extra Time: 1 hour (-2 ½), Concentrate 0 DCV during 
  casting (-½).
  Active Cost = 281 points. END Cost: 28; Magic Roll -28: Casting Time: 1 
  Hour
  
  TULSIT'S DISAPPEARING TEXT
  Another favourite of dirty traders and diplomats, this spell is useful in areas 
  where traders are; it is also good for treaties. This spell allows the caster to 
  write a document which seems perfectly normal. However, when a certain 
  amount of time has elapsed, the text will disappear completely. This spell has no 
  effect on anything other than documents written in ink.
  Power: 1 d6 RKA
  Specific Modifiers: Fully Invisible (+1), Time Delay (+¼), Extra Time: 1 
  minute (-1 ½), Only Affects Ink (-2).
  Active Cost = 34 points; END Cost: 1; Magic Roll: -1; Casting Time: 1 minute
  
  TULSIT'S MISLEADING TEXT
  This spell is one of the most favoured by shady traders. When cast upon a piece 
  of parchment, the spell makes the text appear to say something it does not. This 
  has the effect of hiding any real information which the parchment might contain. 
  Only the caster, or someone with incredible powers of perception, may decipher 
  writings protected by this spell. The spell is also broken if the paper is torn in 
  half.
  This spell was originally developed by the less-than-honest Trader-Wizard Tulsit 
  so that he could hide his black market dealings from the town guard.
  Power: Images vs Vision, -10 Perception
  Specific Modifiers: 1 Charge Lasting 1 Year (+1), Personal Immunity (+¼), 
  Extra Time: 1 minute (-1 ½), OAF - Parchment (-1 ), Only to change 
  meaning of text (-1)
  Active Cost = 90 points; END Cost: 0; Magic Roll: -9; Casting Time: 1 minute
  
  TURN THE DARK ARTS
  This useful spell allows the caster to temporarily diminish the magical powers of 
  a Wizard. A band of golden fire flies from the fingers of the caster and hovers 
  above the head of the target. Because of the nature of this spell, it has no effect 
  on any magical powers derived from the gods. The caster must concentrate 
  during the full phase it takes to cast.
  Power: 4d6 Suppress Magic
  Specific Modifiers: All Magical Powers (+2); ½ DCV Concentrate (-¼), Not 
  versus clerical powers (-½), Extra Time - Full Phase (-½)
  Active Cost = 60 points; END Cost: 6; Magic Roll: -6; Casting Time: 1 phase.
  
  TURN TIDES
  This spell allows the caster to change the state of the tide within a 1 kilometre 
  radius. The height of the tide must be selected from an actual level during the 
  next 24 hours, and the change requires several minutes to complete. (The tidal 
  current is slow enough not to create a tidal bore, unless that occurs normally.) 
  Once the regular tide matches the imposed level, the spell is cancelled.
  Power: Change Environment (Tides)
  Specific Modifiers: Megascale (+¼); No Range (-½), Extra Time - 5 minutes 
  (-2), Lasts until tides match (-½).
  Active Cost = 7 points; END Cost: 5; Magic Roll: -5; Casting Time: 5 
  minutes.
  
  U
  
  ULTRASOUND
  This spell allows the Caster to broadcast a tightly focused beam of ultrasonic 
  sound that penetrates deeply into any material. The reflected sound gives the 
  caster a reasonably accurate picture of the interior of the material being 
  observed. He can peer within mechanisms to see how they function, or look for 
  injuries or malignant growths inside a being. The sound beam is extremely short 
  ranged, losing most of its effectiveness after a few meters.
  Power: N-Ray Vision (Not through vacuum)
  Specific Modifiers: -3 PER per 1" of range (-½), -1 PER for each point of 
  BODY penetrated (-½).
  Active Cost = 10 points. END Cost: 1; Magic Roll: -1; Casting Time: ½ 
  phase.
  
  ULTRATALK
  This little-used spell allows the caster to hear and converse in the ultrasonic 
  range. This can be useful when listening for sonar use, or when several mages 
  need to converse in privacy. Normal humans will hear nothing beyond a slight 
  high-pitched whining sound when the caster speaks.
  First Power:  Images (Ultrasonic Sounds) 4” radius
  Specific Modifiers: Invisible Power Effects (Sound Only, +½); No Range 
  (-½), Only to broadcast words of caster (-¼). 
  Second Power: +2 PER Ultrasonic Hearing
  Specific Modifiers: Linked to Images (-½). 
  Combined Specific Modifiers: Unable to converse normally (-½).
  Active Cost = 15 + 5 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  UNBELIEVABLE SOBRIETY
  For the effects of this spell, see Mask Inebriation.
  
  UNLIGHT
  The caster creates a globe of murkiness which overwhelms all normal fires or 
  lights in an area. (These are not actually extinguished, but their light output is 
  greatly reduced.) The caster holds a small tinder which is consumed to ash.
  Power: Change Environment, 3" radius, -2 to sight PER rolls.
  Specific Modifiers: IAF - small tinder (-½), x2 END in direct sunlight (-¼).
  Active Cost = 21 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase; Range: 125"
  
  UNSTOPPABLE DANCE
  By appealing to a creature's subconscious delights and whims the caster causes 
  the being to begin dancing and frolicking uncontrollably, to the near exclusion of 
  other activities.
  First Power:  6d6 Flash vs Sight Group.
  Second Power: 2d6 Running Drain
  Specific Modifiers: Linked to Flash (-½). 
  Combined Specific Modifiers: Gestures (or Incantations, playing or 
  singing, -¼), Extra END: x2 END Cost (-½), OAF Instrument (-1).
  Active Cost = 30 + 20 points. END Cost: 12; Magic Roll: -6; Casting Time: ½ 
  Phase
  
  UNWALL
  The caster instigates a powerful ultrasonic burst. This will only harm solid, rigid 
  surfaces, such as walls, wall spells, metal, stone, etc.
  Power: 3d6 RKA
  Specific Modifiers: Armour Piercing (+½), Only vs rigid or solid surfaces 
  (-1). 
  Active Cost = 67 points; END Cost: 7; Magic Roll: -7; Casting Time: ½ Phase
  
  V
  
  VALUE
  This spell enables the caster to determine the value of goods. This spell only 
  establishes the quality of the intrinsic workmanship; the wizard must still assess 
  a price, based on the prices of similar objects.
  Power: Detect Quality (Analyse)
  Specific Modifiers: Extra Time: 1 minute (-1 ½), Costs END (-½).
  Active Cost = 10 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  VIEW ALTERNATE TIME
  A spirit mage can call upon the knowledge of the spirits to reveal to him events 
  of the past or future. The spirits will reveal what they know, but it will 
  undoubtedly be beneficial to the mage.
  Power: Clairsentience, Past and Future Only, Sight Only
  Specific Modifiers: Past or future only (-½).
  Active Cost = 40 points. END Cost: 8; Magic Roll: -4; Casting Time: ½ 
  Phase.
  
  VIEW PERSONALITY
  With this spell, a spirit mage can determine general information about a certain 
  person. The spell will reveal what type of person the target is in general. It will 
  not reveal specifics but it will give the caster a little more to go off than a first 
  impression. The spell will cause the target to glow slightly, the colour reflecting 
  his personality type. The mage is, however, the only one who can interpret the 
  colour scheme.
  Power: 6d6 Telepathy
  Specific Modifiers: Extra Time: Full Phase (-½), Only to determine 
  personality (-1).
  Active Cost = 30 points. END Cost 3; Magic Roll: -3; Casting Time: 1 Phase
  
  VISIONS OF THE FOREST
  The caster contacts the tree spirits and talks to them. From them he can find out 
  who is in the wood, and what they are doing.
  First Power:  Clairsentience - sight and sound 2000" range.
  Specific Modifiers: Linked with Detect (-½).
  Second Power: Detect Intruders
  Specific Modifiers: Ranged, Discriminatory, 360°, Telescopic (+18 or -0 up 
  to 2000")
  Combined Specific Modifiers: Only where plants can grow (-¼), Extra 
  Time: 5 Minutes (-2).
  Active Cost = 45 + 32 points. END Cost: 8; Magic Roll: -8; Casting Time: ½ 
  Phase
  
  VENTRILOQUISM
  Like the skill of the same name, this spell allows the Illusionist to project his 
  voice to a location nearby.
  Power: 14- Ventriloquism
  Active Cost = 9 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ phase.
  
  VERIFY
  This spell allows the caster to detect lies. The caster must engage the target in 
  conversation for a full minute. The caster can then tell whether the target has 
  been lying during the course of the conversation.
  Power: 6d6 Telepathy
  Specific Modifiers: Invisible Power Effects (+½) Only for Detecting Lies (-1)
  , Target must engage in conversation (-½), Extra Time: 1 minute (-1 ½).
  Active Cost = 45 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 minute
  
  VERMIN SPY
  This spell can be used to recruit a small creature of whatever sort is local to 
  serve as a spy for the caster. It will be favourably disposed to perform this 
  mission, although it will usually flee at the slightest hint of serious risk.
  First Power:  3d6 Mind Control
  Specific Modifiers: Telepathic Commands (+¼); Linked (-½), Only to 
  control a vermin  (-¼).
  Second Power: Clairsentience (Sight, UV, Hearing)
  Specific Modifiers: Only to observe from vermin's point of view (-½).
  Active Cost = 52 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  VIPER BITE
  The head of the wizard stretches and changes into the form of a giant snake. 
  When the wizard opens his mouth to bite a victim, the jaws distend to reveal 
  long, hollow fangs. The poison injected into a target from this bite is slow to 
  work, but deadly.
  First Power:  2d6 RKA venom
  Specific Modifiers: NND (Appropriate immunity, alien metabolism, or 
  antivenom, +1), Does Body (+1); Gradual Effect (1 day, -½), No Range (-½), 
  Only if bite does BODY damage (-½), Only effects living things (-½), 4 
  charges - venom (-1).
  Second Power: 1d6 HKA bite
  Specific Modifiers: Linked to Venom (-½).
  Combined Specific Modifiers: Reforms the body into part human, part 
  animal form (-½).
  Active Cost = 90 points + 15 points. END Cost: 11; Magic Roll: -11; Casting 
  Time: ½ phase.
  
  VLAD'S BODY OF MIST
  This spell is a successful attempt to recreate the famous vampire's ability to 
  transform into an intangible cloud of mist. The caster cannot move through walls 
  or airtight barriers, but may seep under doors, through keyholes and other such 
  openings.
  The body of mist may not be harmed by normal attacks or most spells. It is 
  vulnerable to Elemental magics (Fire, Water, Air, Earth) except for Earth (the 
  opposite of Air). It takes double damage from the Air Elemental spells such as 
  Steal Breath and Foul Air. It will take damage from any wind or sonic based 
  attack.
  Power: Desolidification (damaged by fire, air, and water-based attacks; x 
  2 damage from Air magic Spells)
  Specific Modifiers: Cannot Move Through Solid (Airtight) Barriers (-¼), 
  Extra time (½ phase, -¼)
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  VOID OF THE SENSES
  This spell creates an area in which normal sight and hearing may not penetrate. 
  Only the caster can see through it. To cast the spell the mage must burn a stick 
  of incense. The smoke will billow forth from a lighted stick of specially prepared 
  incense, filling the affected area.
  Power: 2" radius darkness to normal sight and hearing senses
  Specific Modifiers: Personal Immunity, (+¼); OAF - burning incense (-1), 
  Extra Time: Full Phase ( l/2),
  Active Cost = 38 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase.
  
  VORTEX OF MOTES
  The caster unleashes a cloud of burning hot sand that whirls around the victim in 
  a stinging vortex. The tiny particles sting the eyes and momentarily blind the 
  victim, unless he had the foresight to keep them shut. The cone of fiery dust also 
  burns the skin, especially when not protected with clothing or armour
  First Power:  6d6 Flash to Sight Group - Dust 
  Specific Modifiers: Not if targets had eyes closed (-½). 
  Second Power: 2d6 Energy Blast versus PD - Burning 
  Specific Modifiers: Linked to Flash (-½). 
  Combined Specific Modifiers: Area Effect (Hex) (+½), Does not work in 
  water (-¼). 
  Active Cost = 45 + 15 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  W
  
  WAIL OF THE BANSHEE
  With this spell, the wailing of the Necromancer calls forth the ancient curse of 
  the Banshee upon the target of the spell. Within a few days, the subject will 
  suffer a life-threatening accident.
  Power: 3d6 RKA
  Specific Modifiers: Indirect (any location/direction, +¾), Time Delay (+¼), 
  variable special effect (+½); Single Charge (-2), Costs END (-½), 
  Limitation: does not work in bright sunlight (-¼), Limitation: does not work 
  on ground sanctified to a "good" religion (-¼), Delay is random within the 
  next 1d6 days (-½).
  Active Cost = 112 points. END Cost: 11; Magic Roll: -11; Casting Time: ½ 
  phase.
  
  WAKE CHEST
  When travelling through pirate waters or carrying a small cargo of contraband, 
  sometimes the ship's hold is too accessible to be trusted with "delicate" objects. 
  This spell enchants an ordinary wooden chest in such a way that it becomes 
  completely waterproof. The chest then hurls itself over the edge and into the 
  water, where it submerges twenty feet and follows along behind the ship at a 
  distance of thirty feet. When the caster wants to retrieve the chest, he simply 
  speaks the appropriate incantation and the box leaps out of the water and to his 
  side. The caster must stand in the same spot on deck at which he cast the spell 
  to retrieve it, and the chest must be in its proper place behind the boat for the 
  retrieval to work (see below). (This spell may also be cast from the shore, in 
  which case the chest will simply remain in one spot offshore.)
  Note that the chest is an independent vessel when under this spell; it is quite 
  possible, during a storm, a whirlpool, or some other circumstance, for the chest 
  to become separated from the ship due to currents, waves, etc. If this happens, 
  the chest will continue on its original course at its last steady speed until it 
  reaches the ship again or until it strikes a solid object such as a rock, another 
  ship, etc. At this point the chest ceases its movement, although the 
  waterproofing effects will remain, causing the chest to float to the surface. The 
  waterproofing effects cease when the chest is opened.
  First Power:  Change Environment, Dry & Cool
  Specific Modifiers: Only to waterproof the Wake Chest (-¾), No range (-½)
  ;
  Second Power: + 10" Flight
  
  Specific Modifiers: Usable Against Others (up to 100 kg, +1), Only to 
  submerge chest, retrieve chest, and cause chest to follow behind ship or 
  continue along course until running into a solid object (-1 ½); Combined 
  Specific Modifiers: 0 END (+½), Persistent (+½).
  Active Cost = 70 points. END Cost: 0; Magic Roll: -7; Casting Time: ½ Phase
  
  WALK WITH HUMILITY
  To cast this spell, the mage must clear his mind of all egocentric thoughts. He 
  then becomes invisible to all but the most powerful forms of magical detection. 
  Any word, thought, or deed that is clearly egocentric is sufficient to cancel this 
  spell.
  Power: 4d6 Suppress
  Specific Modifiers: Magical Detection (+¼), Area Effect (hex, +½), 
  Personal Immunity (+¼); ½ DCV Concentrate throughout (-½), No Range 
  (-½).
  Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  WALKING CHEST
  This spell allows the Wizard to animate a large chest (see stats below) and cause 
  it to follow along behind as he journeys about. The chest can carry up to 50kg, 
  including its own weight. The chest is mentally linked to the Wizard, and can 
  perform simple instructions, such as "Follow Me", "Stay Here", etc.
  Walking Chest
  This is a large chest that has been animated by a Wizard. The sole function of the 
  chest is to follow the Wizard about, usually 1" to his rear. The chest is incapable 
  of jumping gaps, but it can swim, and climb (or descend) stairs. The mind link 
  with its owner allows the Wizard to silently direct the actions of the chest, even 
  if the two are widely separated. However, due to the limited Intelligence of the 
  chest, it is incapable of following more than rudimentary instructions.
  CHA
  VAL
  Cost
  Power
  STR
  5
  30
  Takes no STUN. Takes only BODY (Automaton)
  DEX
  5
  10
  Mind Link, Only with master, Any Distance
  CON
  10
  20
  +30 Mental Defence, Always On
  BODY 8
  2
  0 END w/ STR
  INT
  1
  6
  0 END w/ Running
  EGO
  0
  31
  Life Support (Immune to Disease, Immune to Ageing, 
  Doesn't Eat, Sleep, Breath)
  PRE
  10
  COM
  10
  PD
  3
  ED
  3
  SPD
  2
  REC
  0
  
  END
  0
  STUN
  0
  50+
  Disadvantages
  15
  Phys. Limitation: No arms (Frequent, Greatly 
  Impairing)
  20
  Psych. Limitation: Only to follow master (Common, 
  Total)
  2
  4" Running
  1
  1" Swimming
  -23
  Creature Bonus
  OCV: 3; DCV: 3; Phases: 6, 12
  Points = -82 + 89 = 7
  Power: Summon Walking Chest
  Specific Modifiers: Single Continuous Charge lasting all day (Open chest to 
  terminate, 0), OAF - Chest (-1), Extra Time 1 Turn (-1).
  Active Cost = 18 points; END Cost: 3; Magic Roll: -3; Casting Time: 1 Turn.
  
  WALL CLIMB
  When this spell is used, the caster gains the ability to move up vertical surfaces 
  and even along ceilings without difficulty.
  Power: Clinging (equal to STR)
  Active Cost = 10 points; END Cost: 1; Magic Roll: -1; Casting Time: 0 Phase
  
  WALL OF FIRE
  This spell creates a roaring wall of flame that protects those behind it. Any 
  attacks that strike the wall (or someone foolish enough to touch it) cause it to 
  flare into incandescence at that point, incinerating or obstructing the attack.
  First Power:  4 PD/ED Force wall
  Specific Modifiers: uncontrolled (+½), reduced to ½ END (+¼), linked to 
  RKA (-¼)
  Second Power: 1 d6 RKA (energy)
  Specific Modifiers: Damage shield (on force wall, +½), continuous (+1); No 
  Knockback (-¼)
  Active Cost = 35 + 37 points; END Cost: 5; Magic Roll: -7; Casting Time: ½ 
  Phase.
  
  WALL OF FLAMES
  Upon casting this spell, the wizard creates a wall of flames that inflicts heat 
  damage on anybody attempting to pass through. The wall extends for 12" along a 
  line of hexes within range of the caster. The wizard needs to keep up a steady 
  incantation while maintaining the wall.
  Power: 1d6 RKA Energy Blast (Fire)
  Specific Modifiers: Area Effect (line, +1), Continuous (+1), ½ END (+¼); No 
  Knockback (-¼), Incantations throughout (-½), Doesn't work in rain or 
  underwater (-¼).
  Active Cost = 49 points; END Cost: 2; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  WALL OF GARBAGE
  Trash arrives from every direction, accumulating into a huge pile of disgusting 
  garbage. This barrier can be penetrated with sufficient time, but passers-by are 
  certainly not going to be impressed with your activities.
  First Power:  2 DEF Entangle (Impervious to Sight Group)
  Specific Modifiers: Entangle with No Defence (-1-½).
  Second Power: 1d6 Drain COM
  Specific Modifiers: Recover 1/hour (+1), Sticky (+½); Linked to Entangle 
  (-½), Recover COM by cleaning (-½), No effect if already filthy or wearing 
  cleaning gear (-1).
  Combined Specific Modifiers: Area Effect (Any) (+1); Gradual Effect (1 
  Turn) (-¼).
  Active Cost = 40 + 45 points. END Cost: 9; Magic Roll: -9; Casting Time: ½ 
  Phase.
  
  WALL OF ICE
  The caster creates a 10" (20m) wide wall of ice at range. Because it is made of 
  ice, it is more vulnerable to energy attacks than physical attacks. If the wall 
  sustains enough damage to penetrate, it shatters, and then melts.
  Power: 6 PD/ 4 ED Force Wall
  Specific Modifiers: Doesn't work if temperature is above 80° or in low 
  humidity (-¼).
  Active Cost = 25 points; END Cost: 2; Magic Roll: -3; Casting Time: 0 Phase.
  
  WALL OF LIGHTNING
  Upon casting this spell, a wall of sparking electrical discharges appears. Any who 
  enter the row of hexes occupied by this barrier are struck for damage, but they 
  can still pass beyond the wall if they are capable.
  Power: 1d6+1 RKA versus ED 
  Specific Modifiers: Area Effect (Line) (+1), Continuous (+1), Does Not Work 
  Underwater (-¼)
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  Phase.
  
  WALL OF THORNS
  Creates a barrier of spiny growth covered in dark, hard thorns that tear and rip 
  at anyone attempting to move through. The further into the growth a target 
  penetrates, the more cuts and jabs he accumulates. Anybody remaining 
  stationary (or moving very carefully) within the growth, however, suffers no 
  additional damage.
  Power: 8d6 Physical Blast
  Specific Modifiers: Area Effect (Any 16", +1+½); No Knockback (-¼), 
  Reduced Penetration (-¼), Limitation: only where plants can grow (-¼), 
  Limitation: only 2d6 Blast per 1" moved through thorns (-1).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  WALLS
  This spell creates a rolling wall that both protects those behind it and also 
  inflicts damage on those unfortunate enough to come into contact with it. Once 
  cast, the spell calls into being a wall that rolls across the area in front of the 
  caster, growing until it reaches its full size and range (after 12 seconds), 
  whereupon it disappears. There are a number of individual walls spells - a wall of 
  whirling swords or tumbling vipers, or crushing metal - the specific effects of 
  which differ - see below
  First Power:  2d6 RKA or 6d6 EB
  Specific Modifiers: Area Effect x2 (Cone, 12" long, +1 ¼); Gradual effect - 
  cone starts at full effect and moves 1"/segment out along path until it 
  reaches the end (-½)
  Second Power: Variable
  Specific Modifiers: linked to RKA/EB (-¼)
  Combined Specific Modifiers: No range (-½), Cancelled by striking another 
  Walls spell (-¼)
  Active Cost = 67 + 32 points; END Cost: Variable; Magic Roll: -6; Casting 
  Time: ½ Phase.
  Wall of Air
  First Power:  6d6 EB (physical)
  Second Power: Telekinesis (9 STR) 
  
  Specific Modifiers: Area Effect x2 (Cone, 12" long, +1 ¼); Gradual effect - 
  cone starts at full effect and moves 1"/segment out along path until it 
  reaches the end (-½), Only to push objects in direction wall is moving (-¼). 
  END cost 10
  Wall of Fire
  First Power:  2d6 RKA (Energy)
  Second Power: Flash (2d6) 
  Specific Modifiers: Area Effect x2 (Cone, 12" long, +1 ¼); Gradual effect - 
  cone starts at full effect and moves 1"/segment out along path until it 
  reaches the end (-½), END cost 10
  Wall of Stone
  First Power:  6d6 EB (Physical)
  Second Power: 4 PD/ED Force wall 
  Specific Modifiers: Conforms to size of first power (+10), Uncontrolled 
  (+½). END cost 7 + 3/phase
  Wall of Swords
  First Power:  2d6 RKA (Physical)
  Second Power: Increase RKA by ½ d6. END cost 10
  Wall of Thorns
  First Power:  2d6 RKA (Physical)
  
  Second Power: Entangle (2d6) 
  Specific Modifiers: Area Effect x2 (Cone, 12" long, +1 ¼); Gradual effect - 
  cone starts at full effect and moves 1"/segment out along path until it 
  reaches the end (-½), END cost 10
  Wall of Vipers
  First Power:  2d6 RKA (Physical)
  Second Power: 1 ½ d6 EB 
  Specific Modifiers: Area Effect x2 (Cone, 12" long, +1 ¼) NND (+1), 
  Uncontrolled (+½), Continuous (+½); Gradual effect - cone starts at full 
  effect and moves 1"/segment out along path until it reaches the end (-½), 
  Only if RKA does body (-½). END cost 7 + 3/phase
  Wall of Water
  First Power:  6d6 EB (Physical)
  Second Power: Telekinesis (10 STR) 
  Specific Modifiers:  Area Effect x2 (Cone, 12" long, +1 ¼); Gradual effect - 
  cone starts at full effect and moves 1"/segment out along path until it 
  reaches the end (-½), Only to push objects in direction wall is moving (-¼). 
  END cost 10
  
  WAR FEVER
  With this spell the caster encourages a group of creatures to engage in combat. 
  In addition to casting the spell, the caster must verbally incite combat.
  Power: 4d6 Mind Control
  Specific Modifiers: Area Effect (radius, 2") (+1), Only commands to commit 
  violence (-½).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ phase
  
  WARD MALEVOLENCE
  Upon casting this spell, the caster takes on a brilliant golden façade, causing 
  intense awe in those who would do harm to him and his charges. Most evil foes 
  will flee at the sight, or grovel in surrender.
  Power: 6d6 Aid to PRE
  Specific Modifiers: Only versus malevolent foes (-¼), Extra Time - 1 turn 
  (-1).
  Active Cost = 60 points; END Cost: 6; Magic Roll: -6; Casting Time: 1 turn.
  
  WARDBREAKER
  This spell is specifically designed to shatter spells of protection, leaving the 
  target defenceless. When cast, a small glowing missile darts from the mage's 
  hand, exploding in a crimson flare as it impacts any warding spells.
  Power: 10d6 Dispel
  Specific Modifiers: Affects magical defences only (+¾).
  Active Cost = 52 points; END Cost: 5; Magic Roll: -5; Casting Time: 0 Phase
  
  WARMTH
  This spell allows the caster to increase the temperature of a small, sheltered 
  area by 20 °C. Any wind stronger than a slight draft is enough to disrupt the 
  spell.
  Power: Change Environment, 2" Radius.
  Specific Modifiers: 0 END to maintain (+½); Will not work in windy 
  conditions (-½), Will not work in rain or underwater (-¼).
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  WARP
  This spell allows the caster to twist and bend solid materials (the type must be 
  chosen when the spell is learned) as though it were rope.
  Power: 2d6 Minor Transform
  Specific Modifiers: Cumulative (+ ½), Only against objects of specified 
  material (-½).
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  WARPSPASM
  This spell is popular with battle sorcerers - especially those from more savage 
  cultures - since it turns the caster into a berserk, almost unstoppable, fighting 
  machine. It has the serious drawback that the caster will fight with no regard for 
  his own life (or the lives of others around him) and that his spell casting abilities 
  are temporarily lost. The caster gains the new powers Growth (5 points, always 
  on), and 50% damage resistance (Resistant, Physical and Energy). The points to 
  pay for these come from the caster's spell powers, which are lost and also from 
  the addition of the temporary disadvantage Berserk (when spell cast 14-, 
  recover 8-, for 35 points). If that is still not enough, skills are lost (KS, PS and AK 
  first, then non-combat skills, then finally combat skills) as the caster's rage 
  overwhelms his mind. If there are no targets to vent his rage on, the berserk 
  mage will break anything around him, burning up STUN in lieu of END, once all 
  his END is gone, until he falls unconscious. The transformation is cancelled once 
  the caster becomes unconscious, or he breaks out of his Berserk.
  Power: 8d6 Transform - Minor changes (Caster into berserk warrior).
  Specific Modifiers: Only usable on self (-½).
  Active Cost = 80 points; END Cost: 8; Magic Roll: -8; Casting Time: ½ Phase
  
  WARRIORS OF THE DARK WOOD
  This is another Dark spell used by plant and nature mages, and it is truly black. 
  The spell calls forth four tree spirits that have been turned evil by a black magic 
  ritual. The Summoned warriors will generally do as they are commanded for a 
  short time because of the blood ritual. After they have done their task they will 
  grow into a black mass of thorn bushes.
  Power: Summon (4 x 100 pt creatures)
  Specific Modifiers: Difficult to dispel (+¼), Friendly (+¼), Only where 
  plants can grow (-¼), Extra Time: Full Phase (-½), Must have human 
  sacrifice (-1 ¼).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase
  
  WATER JET
  A thin stream of high-pressure liquid erupts from the caster's source of water, 
  blasting the target. The jet is strong enough to knock back most victims.
  Power: 7d6 Energy Blast (Water)
  Specific Modifiers: Double Knockback (+¾); Beam Attack (-¼), Requires 
  Magic Skill Roll (-½), OIF, immobile - body of water (-1 ½), Reduced by 
  Range (-¼), Does not work in water (-¼).
  Active Cost = 61 points; END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  WATER SENSE
  This spell allows the Wizard to sense movements and density fluctuations in the 
  surrounding water. This form of vision allows him to see, even in total darkness, 
  the types of creatures moving through the water nearby, the strength and 
  direction of currents, and any fresh or salt water influx.
  Power: Spatial Awareness (Discriminatory)
  Specific Modifiers: Costs END to use (-½), ½ DCV Concentrate (-¼), Only 
  works in water (-1 ½).
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  WATER SPOUT
  A Water Wizard who is capable of successfully casting this spell will find himself 
  in high demand with sea-going ships. By creating a powerful water spout, the 
  caster can control it to sink other vessels. Originally developed to protect 
  merchants from pirates, it was quickly adopted by many navies and is used a 
  great deal in large sea engagements. Even though it takes 5 minutes of casting, 
  most wizards take extra time in order to improve their chances of casting the 
  spell successfully.
  Power: 12d6 Energy Blast
  Specific Modifiers: Continuous (+1), Area Effect (1 hex) (+½); Extra Time: 
  5 minutes (-1), Can only be used in large bodies of water (-¼), Spout can 
  only move 6" per caster's Phase (-¼).
  Active Cost = 150 points; END Cost: 15; Magic Roll: -15; Casting Time: 5 
  Minutes.
  
  WAVE RIDER
  With this spell, the caster gives the target the power to move swiftly though the 
  water with the grace of a dolphin.
  Power: +10" swimming
  Specific Modifiers: Costs END (-½).
  Active Cost = 10 points; END Cost: 1; Magic Roll: -1; Casting Time: ½ Phase
  
  WEAKEN
  The target of this spell is attacked at its weakest point by a sickly-green bolt of 
  disruptive energy, causing higher than normal damage. When the caster is 
  unsuccessful in locating a weak spot, this spell is less effective.
  Power: 1d6+1 RKA
  Specific Modifiers: Armour Piercing (+½); Armour piercing requires PER 
  Roll vs. target (-¼), No Knockback (-¼).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  WEAKEN OBJECT
  This spell diminishes the durability of a person or object, making them more 
  fragile and susceptible to damage.
  Power: 2d6 Drain vs. BOD
  Specific Modifiers: No Range (-½).
  Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  Phase.
  
  WEAKEN WILL
  Often an enchanter needs to weaken his opponent's mental prowess. With a mere 
  touch, he can confuse and demoralize his opponent.
  Power: Drain (1d6 INT and 2d6 EGO)
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  WEAKNESS
  The target is overcome with the weakness of old age, often being barely able to 
  move as a result. Fortunately, the character's strength gradually returns after a 
  few minutes. This spell is unusual in that it takes longer than normal and is more 
  fatiguing for the wizard to cast, but it has no obvious effects. This makes it a 
  useful spell to strike against a well known figure in a public place.
  Power: 2d6 Drain STR
  Specific Modifiers: Invisible Power Effects (All) (+1), Recover 5 per Minute 
  (+¼); x2 END (-½), Extra Time: 1 minute (-1 ¼).
  Active Cost = 50 points. END Cost: 10; Magic Roll: -5; Casting Time: 1 
  minute.
  
  WEATHER MANIPULATION
  This spell allows the caster to manipulate various weather patterns in the 
  surrounding area. The caster may create any kind of moderate weather 
  conditions he wishes. For example, a clear day could be turned into a light 
  rainstorm, or low autumn temperatures could be raised to spring temperatures. 
  However, it cannot be used to summon really extreme weather conditions.
  Power: Change Environment in a 64 hex radius
  Specific Modifiers: Variable (+1); Extra Time: 1 minute (-1 ¼), Will not 
  function in Enclosed Environments (-1).
  Active Cost = 70 points. END Cost: 7; Magic Roll: -7; Casting Time: 1 minute
  
  WEATHER VISION
  This spell allows the caster to see normally in any kind of weather. Thus the user 
  can see through conditions such as fogs and heavy rains without difficulty. Many 
  Weather Mages learn this spell so that they are not hampered by their own 
  spells.
  Power: N-Ray Vision
  Specific Modifiers: Costs Endurance (-½), Only to see normally in poor 
  weather conditions (-1).
  Active Cost = 10 points. END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase
  
  WEB OF THE SPIDER
  Creates a giant wall of spider webs. Anybody entering the web becomes 
  entangled in its strong, sticky threads. The web must be supported at some point 
  along its length by a vertical support or ceiling, or it will collapse. Attacks made 
  against the 0 DEF victims of the web will damage both the web and the target. It 
  requires a full minute to create the web, during which time the Wizard's facial 
  features take on the appearance of a Giant Spider. Once the web is cast, the 
  Wizard's appearance returns to normal.
  Power: 3d6 Entangle
  Specific Modifiers: Area Effect (Line, +1), Both take Damage (+¼), Sticky 
  (+½); No Defence (-1 ½), Web must be supported (-½), Extra Time - 1 
  Minute (-1-½), Reforms the body into part human, part animal form (-½).
  Active Cost = 82 points. END Cost: (8); Magic Roll: -8; Casting Time: 1 
  minute.
  
  WEEDS
  The targeted area of ground becomes overgrown with weeds, as a result 
  appearing disused or poorly maintained. The weeds will continue to appear even 
  if plucked, until the magical effect is dispelled. This spell has little practical use, 
  other than to hide a trail or embarrass a proud gardener.
  Power: Change Environment (2' Radius, Weed Growth)
  Specific Modifiers: 0 END (+½), Persistent (+½), Uncontrolled (+½); Costs 
  END to cast (-¼).
  Active Cost = 30 points. END Cost: (3); Magic Roll: -3; Casting Time: ½ 
  phase.
  
  WHISPERING WIND
  The caster calls upon the spirits of the winds to carry a sound or message to a 
  distant location. The message travels through the air at the rate of 30km per 
  hour before being delivered at the destination. The sound can be up to five hours 
  in length, but only the portion delivered before the charge runs out can be heard 
  at the receiving end.
  Power: Images (Sounds)
  Specific Modifiers: Increased Maximum Range (156km, +1), No Range 
  Penalty (+½); Costs END to cast (-¼), Single Continuing Charge lasting 5 
  hours (Cancel with Vacuum or Darkness to Sounds, -¼), Gradual Effect (1 
  hour per 30km travelled, -1).
  Active Cost = 25 points. END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  WIFF
  This spell can be used to make an opponent believe he completely missed his 
  attack against the Illusionist, even if it inflicted severe damage. The trigger for 
  the spell can include attacks by all types of weapons, and from magical spells or 
  Powers.
  Power: 8d6 Mental Illusion
  Specific Modifiers: Trigger (Struck by Attack, +¼); Limitation: only to 
  make opponent believe he missed attack (-½).
  Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: ½ 
  phase.
  
  WILL-O'-THE-WISP
  A light can be seen bobbing in the darkness, not too far away. Is it a lantern or a 
  torch, or something else? The target can't exactly tell, but a little voice in his 
  head will beckon him to follow... and the wizard can lead his target anywhere he 
  likes.
  First Power:  4d6 Mind Control
  Specific Modifiers: Mind Control: Telepathic Command (+¼), Single 
  Command ("Follow") (-½)
  Second Power: Images vs. normal sight
  Specific Modifiers: Images: Dancing light only (-1), Linked with Mind 
  Control (-½).
  Active Cost = 25 + 10 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  Phase
  
  WIND CONTROL
  This spell allows the caster to create and control winds. These winds are very 
  powerful and are even capable of lifting a fully sized man into the air.
  Power: 10 STR Telekinesis
  Specific Modifiers: Explosion (+½); Extra Time: full Phase (-½), Limited to 
  Half of the Active Points in Enclosed Environments (-½).
  Active Cost = 22 points. END Cost: 2; Magic Roll: -2; Casting Time: 1 phase
  
  WIND MESSENGER
  This spell summons a wind spirit messenger to deliver a light object to a distant 
  location. (See wind spirit stats in Bestiary.) The wind spirit will initially be 
  favourable to the Wizard's request if the need is great, but will require some 
  form of inducement or coercion if the task is hazardous or lengthy. The caster 
  will also need to provide the means for the wind spirit to find the delivery site or 
  person.
  Power: Summon wind spirit
  Specific Modifiers: Friendly (+¼), Extra Time: 5 Minutes (-2), Will not 
  function indoors (-¼).
  Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: 5 
  minutes.
  
  WINGS OF THE BAT
  This spell is the same as the spell "Wings of the Eagle", with the exception that 
  the wings produced are leathery and bat-like.
  
  WINGS OF THE EAGLE
  The physical change induced by this spell is quite dramatic, as huge feathered 
  wings sprout from the wizard's shoulder blades. The spell allows the wizard to fly 
  simply by flapping the newly formed wings.
  First Power:  Flight 15" (30" non-combat)
  Second Power: Extra Limbs
  Combined Specific Modifiers: Restrainable (-¼), Limitation: Reforms the 
  body into a part human, part animal form (-½), Extra time (½ phase, -¼).
  Active Cost = 30 + 5 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  Phase
  
  WITHER
  The victim of this spell suffers premature and drastic ageing of a single limb, 
  making it effectively useless. The limb can only be restored through magic, 
  either from a powerful spell, a magical fountain or an act of a god. The caster 
  must touch a limb of the victim for this spell to take effect. If completed, the 
  Physical Limitation is Greatly and Frequently Impairing (-15 points). A successful 
  Dispel, if cast in time, can serve to undo the damage.
  Power: 1d6 Major Transformation (Random limb becomes useless)
  Specific Modifiers: Cumulative (+½), Persistent (+1), Uncontrolled (+½); 
  No Range (-½), Costs END to cast (-¼), x3 END (-1), Gradual Effect (1 Turn) 
  (-¼).
  Active Cost = 45 points. END Cost: 12; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  WITHER LIMB
  Upon casting this spell, the selected limb of the target turns a sickly pallor, then 
  gradually withers before his eyes. Fortunately, the spell is not permanent, the 
  appendage will gradually return to its normal state
  Power: 1d6 major Transformation (Wither Limb)
  Specific Modifiers: Uncontrolled (+½), Cumulative Attack (+½); 
  Limitation: does not work on ground sanctified to a "good" religion (-¼).
  Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ 
  phase.
  
  WIZARD BANE
  Created by an ancient mage with many another sorcerer as an enemy, Wizard 
  Bane creates a misty atmosphere which stifles all magic except the caster's.
  Power: 4d6 Suppress
  Specific Modifiers: Personal immunity (+¼), Area Effect: 16" radius (+1 ¾), 
  Continuous (+1), Suppress does not continue outside area or if area of effect is 
  turned off (-1), No range (-½).
  Active Cost = 115 points. END Cost: 11; Magic Roll: -11; Casting Time: ½ Phase.
  
  WIZARD'S BREATH
  Through the use of this spell, the caster need not breathe at all and can sustain 
  himself on magic alone. This requires some effort however, and the spell expires 
  if the character is knocked out or stunned. The caster's head is surrounded by a 
  bluish nimbus when the spell is in effect.
  Power: Life-Support: Self-contained breathing.
  Specific Modifiers: Costs END (-½).
  Active Cost = 10 points; END Cost: 1; Magic Roll: -1; Casting Time: 0 Phase.
  
  WIZARD'S CIRCLE
  This spell allows a Wizard to aid another in the casting of an especially difficult 
  spell. The caster concentrates on the spell beneficiary, and transfers his arcane 
  energy and lore through a ring of other Wizards. Hand contact must be 
  maintained throughout the transfer, or the benefits of the spell will be lost, with 
  possibly fatal consequences to the intended target. The total improvement to 
  the Magic Skill of the caster cannot exceed the unmodified rating after 
  subtracting the modifier for the spell. (i.e. the Wizard's Circle spell can, at most, 
  negate the Magic Skill roll modifier for the spell being cast.).
  First Power:  2d6 Aid to END.
  Specific Modifiers: Linked to Aid to skill (-½).
  Second Power: 3d6 Aid to Magic Skill.
  Specific Modifiers: Not above unmodified skill roll of caster (-½).
  Combined Specific Modifiers: Lose 5 points of Aid per Minute (+¼), 
  requires contact; can be via intermediaries (+¼); Only for use with a single 
  spell (-½).
  Active Cost = 20 + 38 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  Phase.
  
  WIZARD'S LIGHT
  This spell allows the wizard to create a globe of light that illuminates the 
  surrounding area as brightly as a torch, or as faintly as an ember at the wizard's 
  will. The colour and nature of the light can also be altered by the caster and he 
  can send the light scooting hither and yon at his whim (within the area of effect).
  Power: Change environment, 2" radius
  Specific Modifiers: Effects can be varied (+1).
  Active Cost = 20 points; END Cost: 2; Magic Roll: -2; Casting Time: ½ 
  phase.
  
  WOOD SHAPING
  The caster speeds and directs the growth of wood. The subject wood can range 
  from a sapling to an old tent peg - it doesn't matter - the caster can make it 
  grow.
  This spell also allows the caster to warp the wood into another shape. These new 
  shape can be anything from simple wood sculpture to a permanent structure 
  made out of a living tree.
  Power: 2d6 minor transformation attack.
  Specific Modifiers: Cumulative (+½), Can change wooden target into 
  anything made of wood (+¼), Only where plants can grow (-¼), Full Turn 
  (-1).
  Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase
  
  WOOD SPEAK
  The caster speaks to the wood and plants to find out the events that have 
  occurred in the past. These conversations take a great deal of time because 
  plants and trees tend to be slow speakers.
  Power: Retrocognition sight and sound, range (900")
  Specific Modifiers: Only where plants can grow (-¼), Extra Time: 5 
  minutes (-2), Concentrate: 0 DCV throughout (-1), Only to see past (-1).
  Active Cost = 55 points. END Cost: 5; Magic Roll: -5; Casting Time: ½ Phase
  
  WOOD'S GRASP
  At the caster's command, the woods come alive and grab everything in the hex of 
  the caster's choice.
  Power: 2d6 Entangle
  Specific Modifiers: Indirect (+¾), Area Effect. one hex (+½), Only where 
  plants can grow (-¼)
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ Phase
  
  WOUND BANE
  This dastardly spell infests the wounds of a foe with all manner of malignancies, 
  preventing the cuts from healing in a proper manner. The current and any future 
  wounds grow foetid, and do not recover for many months, considerably 
  weakening the victim. The focus for this spell is a lump of flesh that has grown 
  rotten.
  Power: 2d6 Drain REC
  Specific Modifiers: Return rate per season (+2); OIF - rotting flesh (hard to 
  obtain, -¾), Limitation: does not work in bright sunlight (-¼), Limitation: 
  does not work on ground sanctified to a "good" religion (-¼).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  WRACK
  The Conjurer torments the target creature with intense and painful mental 
  energies, weakening his will and making him more susceptible to mind control. 
  As the EGO of the target is weakened, he becomes easier to target with this 
  spell.
  Power: 2d6 EGO Drain
  Specific Modifiers: Based on EGO Combat Value (Mental Defences only) 
  (+1), Ranged (+½), ½ END (+¼), Recover 5/minute (+¼); Target is x2 ECV 
  when not summoned by the caster (-¼).
  Active Cost = 90 points. END Cost: 4; Magic Roll: -9; Casting Time: ½ 
  phase.
  
  WRAITH FORM
  The caster can use this spell to assume for a short time the pale grey, 
  insubstantial form of a Wraith. In this state he is still vulnerable to attacks by 
  silvered weapons and all manner of magic. The focus for this spell is a burial 
  shroud.
  Power: Desolidification (Affected by Magic or Silver)
  Specific Modifiers: Not through solid objects (-½), OIF: Burial Shroud (-½), 
  Limitation: does not work in bright sunlight (-¼), Limitation: does not work 
  on ground sanctified to a "good" religion (-¼).
  Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  WRATH OF THE GREEN WORLD
  To slow an onrush of attackers the Mage may call upon the forces of nature to 
  place a barrier between himself and them. The Mage says the words and all the 
  plant life between himself and the attackers grows and pushes back, grabs, or 
  strikes those who wish to do harm to the Mage.
  Power: 20 STR Telekinesis.
  Specific Modifiers: Area Effect radius, extra range (256" radius), selective 
  (+2 ¾), Reduced END: ½ END (+¼), Only where plants can grow (-¼).
  Active Cost = 120 points. END Cost: 6; Magic Roll: -12; Casting Time: ½ 
  Phase
  
  Z
  
  ZARASHA'S DIMINUTIVE CONFINEMENT
  This spell slowly shrinks the target to the size of a doll, and holds him there as 
  long as he is regularly returned to the diminutive cage which is the focus for this 
  spell. If the victim is allowed out of his cage for 1 hour, the spell is broken. This 
  spell is named for the evil enchantress who used it on discarded lovers and one 
  night met a predictable end at the point of a large needle!
  First Power:  30 points Shrinking (25 cm tall)
  Specific Modifiers: Reduced END: 0 END, Persistent (+1), Usable against others 
  (+1); Gradual effect (1 minute, -1)
  Second Power: 1d6 major Transformation (reduce STR, CON and BOD by ¾)
  Specific Modifiers: Cumulative (+½), Reduced END: 0 END, continuous 
  uncontrollable (+2); only as long as victim shrunk (-½)
  Combined Specific Modifiers: Focus - enchanted cage - expendable, rare and 
  difficult to replace (-1 ¼), Costs END to cast (-¼)
  Active Cost = 90 + 52 points. END Cost: (8); Magic Roll: -13; Casting Time: ½ 
  phase
  
  ZELKOR'S REGENERATION
  This spell actually enables a person to regenerate a portion of their body, 
  replacing missing limbs and organs.
  Power: 2 Points of Regeneration
  Specific Modifiers: Usable By Others (+¼), Only Regenerates Lost Parts, 
  cannot heal more than 6 BODY (-½), Extra Time: 1 Day (-3 ½).
  Active Cost = 30 points. END Cost: 3; Skill Roll: -3; Casting Time: 1 day
  
  ZOMBIE
  Use of this evil spell will put the victim into robotic trance, in which they are 
  subject to the caster's commands. Those so enspelled are almost impervious to 
  pain, and will perform actions with no thought of self-preservation. Though not 
  undead, the spell gains its name from the resemblance of those under its 
  influence to bodies revived by necromancy. The spell requires the caster to 
  obtain and bury a "soul object" - something closely linked to the victim, such as 
  well-used clothes or blood, fingernails, hair etc., with the actual body of the 
  victim. The spell can be broken by retrieving or breaking this "soul object". 
  Obviously, the victim will normally need to be rendered passive for the burial to 
  be possible and some mages use spells that make the victim appear to be dead to 
  achieve this. The victim acquires the 45 point automaton power "takes no stun", 
  but loses EGO and STUN. If this is not enough to balance the 45 points extra cost, 
  skills and INT will be reduced to make up the difference.
  Power: 2d6 major Transform (normal person into "zombie").
  Specific Modifiers: Cumulative (+½); OAF (Soul object, fragile, reusable, 
  difficult to acquire; -1 ½), Gestures (burying of soul object and victim -¼), 
  Requires target to be buried (-1).
  Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: ½ 
  phase.
  
  ZONE OF AVOIDANCE
  This little known ritual will bring into being a Zone of Avoidance (see stats 
  below). An enchanted presence becomes the guardian of an area of land, and 
  will allow none to enter unless identified as a friend. The Zone is empowered 
  with powerful magical abilities that allow it to accomplish this task, including the 
  creation of illusionary landscapes, the ability to suppress any type of magic, and 
  a powerful attack that can take any form. The Zone is very crafty about its 
  assigned task, and well equipped to detect any form of intrusion, day or night.
  The Zone of Avoidance
  The Zone of Avoidance is an intelligent and powerful magical enchantment that 
  will actively repel intruders by using illusionary obstacles, phantasmal foes, and, 
  if all else fails, seizing control of an invader's mind and instructing him to leave.
  CHA
  VAL
  DEX
  15
  INT
  18
  EGO
  12
  SPD
  4
  Cost
  Powers
  80
  Invisibility to Sight, Sound, and Mental Groups, No Fringe, 0 END 
  Persistent (+1); Always On (-1/2)
  132
  +5 PER Sight and Sound, Clairsentience, +16 Telescopic, 360 degrees, 0 
  END Persistent (+1); Always On (-1/2)
  
  233
  20d6 Mental Illusion, 0 END (+1/2), Persistent (+1), 1 hex Megascale 10 
  km (+1); No Range (-1/2)
  87
  20d6 Mind Control, Telepathic Contact (+1/4), 0 END (+1/2); Reduced by 
  Range (-1/4), Only to flee area (-1/2), Target will think actions were 
  natural (requires EGO+20 for success, -1/4)
  171
  4d6 RKA versus PD, Invisible Power Effects (All Senses, +1), +2 Variable 
  Advantage (+3); Must match illusion (-1/4), 8 charges/day (-1/2).
  113
  8d6 Suppress, All Magic (+2), 1 hex Megascale 10 km (+1), Personal 
  Immunity (+1/4), 0 END Persistent (+1); No Range (-1/2).
  20
  +20 Mental Defence
  20
  Universal Translator
  5
  Tactics 13-
  7
  KS: produce realistic natural illusions 16-
  1
  Program: identify intruders
  1
  Program: deceive intruders into leaving area
  1
  Program: attack intruders and drive from area
  AI Psychological Limitations
  20
  Psych. Limitation: Must defend land from intruders (Common, Total)
  15
  Psych. Limitation: Must obey orders when addressed by true name 
  (Uncommon, Total)
  10
  Psych. Limitation: Allow anybody entering inner 2km radius to remain or 
  leave freely (Uncommon, Strong)
  OCV: 5; DCV: 5; Phases: 3, 6, 9, 12 Total Cost = 919
  
  Power: Summon Zone of Avoidance
  Specific Modifiers: Incantations (-¼), Requires Magic Skill Roll (-½), OIF 
  Blessed Earth, Immobile (-1 ½), Extra Time - 1 hour (-2-½).
  Active Cost = 183 points. END Cost: (18); Magic Roll: -18; Casting Time: 1 
  hour. 
  
  ZONE OF DELAY
  A glassy globe is projected from the hand of the mage and expands to engulf his 
  foe. Any actions within this transparent globe will meet a stiff resistance, as if 
  performed through a viscous fluid. The englobed victim will be able to perform 
  fewer and fewer activities each minute, although individual actions can be 
  completed normally. Anybody moving outside the globe will continue to be 
  cloaked by a film of this viscous field, although it will rapidly boil away.
  Power: 2d6 SPD Drain 
  Specific Modifiers: Area Effect (Radius) (+1), Continuous (+1).
  Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: ½ 
  phase.
  
  Spell Types
  Spells are categorised by type (Conjuration, Divination, etc.) as well as specific 
  notes - combat spells are divided into normal combat or non-lethal combat 
  (appropriate to those who espouse a pacifistic philosophy, for instance). The 
  categories are :
  Al
  Alchemy
  Am
  Animal Magic
  Ar
  Artifice
  Dv
  Divination
  En
  Enchantment
  El
  Elementalism - often combined with a further code to indicate 
  the element:
  spirit (Sp)
  air (Ai)
  flesh (Fl)
  water (Wa)
  wood (Wo)
  earth (Ea)
  metal (Me)
  fire (Fi).
  Il
  Illusion
  Mm
  Metamagic
  Ne
  Necromancy
  Nm
  Nature Magic
  Pm
  Plant Magic
  
  Su
  Summoning (also called Conjuration or Invocation)
  To aid the detection of spells to add to a mage's repertoire, the following codes 
  are also provided :
  Co
  Spells useful in combat
  Cn
  Spells useful in combat, but non-lethal in effect
  Da
  Darkness or Shadow magic
  Di
  Spells that involve travel through, or alteration of, 
  dimensional boundaries
  Fo
  Spells employing the use of mystical, but tangible, force.
  Go
  Spells used by "good" organisations - those generally opposing 
  demon-worship and necromancy
  He
  Healing or Curative magic
  Ic
  Spells of ice or cold
  Li
  Spells using light (and sometimes heat, though not fire)
  Lt
  Spells employing electricity
  Lu
  Spells which have a lunar component or are affected by lunar 
  cycles
  So
  Spells employing sound as their major effect, or affecting the 
  perception of sound
  Ti
  Spells affecting time
  Tr
  Spells of travel
  
  The Spell Lists
  The spells listed below present the spell name, active point value, and the spell 
  type. Each spell is also sequentially numbered, to aid in assigning random spell 
  selections for NPCs, treasure such as scrolls or potions, or even for starting 
  Players Characters.
  
  A
  1.
  ACID CLOUD (75 Active Pts; Type: Co, ElWa)
  2.
  AGE (41 Active Pts; Type: Ne, El, Co)
  3.
  ADORATION (80 Active Pts; Type: Cn, ElSp, En)
  4.
  AGONY (135 Active Pts; Type: Co, Su, ElSp)
  5.
  AID ALLIES (60 Active Pts; Type: ElFl, ElSp)
  6.
  AID THE INJURED (20 Active Pts; Type: ElFl, He)
  7.
  ALARM (7 Active Pts; Type: Dv, Il)
  8.
  ALGAE BLOOM (40 Active Pts; Type: ElWa, Pm)
  9.
  ALGOR’S AMAZING TRANSFORMATION (90 Active Pts; Type: Cn, ElFl, Am)
  10. ALTER AURA (25 Active Pts; Type: ElSp, Dv, En, Il)
  11. ALTER EXISTENCE (67 Active Pts; Type: Cn, El)
  12. ALTER OBJECT (45 Active Pts; Type: El)
  13. ALTER VOICE (13 Active Pts; Type: ElFl, Il)
  14. ALZARON’S SPELL OF THE SIEGE’S END (236 Active Pts; Type: Ar, Co)
  15. ALZARON’S THAUMATURGIC SERVITOR (150 Active Pts; Type: Ar)
  16. ALZARON’S TURNABOUT TACTIC (75 Active Pts; Type: Co, Mm)
  17. ANALYZE DRINK (14 Active Pts; Type: Dv, ElWa)
  18. ANESTHETIZE (10 Active Pts; Type: ElFl, He)
  19. ANIMAL CALLING (Variable; Type: Su, Am)
  
  20. ANIMAL CRY (20 Active Pts; Type: Am, ElFl)
  21. ANIMAL FORMS (23 Active Pts; Type: Am, ElFl)
  22. ANIMAL TONGUES (20 Active Pts; Type: Am, En)
  23. ANIMATE DEAD (40 Active Pts; Type: Ar, Ne)
  24. ANIMATE GOLEM (variable Active Pts; Type: Ar, Su)
  25. ANIMATE OBJECT (65 Active Pts; Type: Ar, Su, ElSp)
  26. ANIMATE REFLECTION (30 Active Pts; Type: Ar, Li, Su)
  27. ANIMATE SMALL OBJECT (7 Active Pts; Type: Ar)
  28. ANIMATE STAFF (45 Active Pts; Type: Ar, Am)
  29. ANIMATE STATUE (150 Active Pts; Type: Ar)
  30. ANNIHILATE WORLD (42 Active Pts; Type: Co, ElEa, Mm, Nm,)
  31. ANTI-MAGIC SHIELD (87 Active Pts; Type: Mm)
  32. APPRENTICE (16 Active Pts; Type: Mm)
  33. ARATHAR’S FARTRAVEL (52 Active Pts; Type: Tr)
  34. ARATHAR’S FARTRAVEL II (67 Active Pts; Type: Tr)
  35. ARATHAR’S MYSTERIOUS VANISHING (40 Active Pts; Type: Tr)
  36. ARATHAR’S SWIFT JOURNEY (45 Active Pts; Type: Tr)
  37. ARCANE SHIELD (536 Active Pts; Type: Co, Mm)
  38. ARCH GATE (253 Active Pts; Type: Ar, Tr)
  39. ARION’S ASTRAL AWARENESS (43 Active Pts; Type: Di, Dv, ElSp)
  40. ARMY OF DARKNESS (125 Active Pts; Type: ElSp, Ne)
  
  41. ARMOUR (12-48 Active Pts; Type: Ar,Cn)
  42. ARROWSTORM (85 Active Pts; Type: Ar, Co)
  43. ARTHRITIS (82 Active Pts; Type: Co, ElFl)
  44. ASHEEM’S MYSTICAL FLYING CARPET (55 Active Pts; Type: Ar, ElAi)
  45. ASTRAL SIGHT (17 Active Pts; Type: Di, Dv, ElSp)
  46. ASTRAL TRAVEL (125 Active Pts; Type: Di, Dv, ElSp)
  47. ATANDT’S SPELL OF FARSPEAKING (85 Active Pts; Type: Ar, Dv, En)
  48. ATMOSPHERE LIGHTING (40 Active Pts; Type: ElAi, Li, Nm)
  49. AUGMENT OBJECT (20 Active Pts; Type: Ar, Cn, ElEa, ElFl, ElWo, ElMe)
  50. AWE STRIKE (45 Active Pts; Type: Cn, En)
  
  B
  51. BAD NIGHT (67 Active Pts; Type: ElFl, En)
  52. BALTHAZAR’S PRESERVING ICE (147 Active Pts; Type: ElFl, ElWa, Ic)
  53. BANE BLADE (50 Active Pts; Type: Co, ElMe)
  54. BANISH STORM (65 Active Pts; Type: ElAi, Nm)
  55. BANISHMENT (270 Active Pts; Type: Di, Mm)
  56. BARRIER OF SILENCE (30 Active Pts; Type: ElAi)
  57. BASIC SUMMONING (variable Active Pts; Type: Di, Su)
  58. BEARHUG (20 Active Pts; Type: Am, ElFl)
  59. BEARINGS (3 Active Pts; Type: Nm, ElEa)
  60. BEASTMASTER (115 Active Pts; Type: Am, Dv, En)
  61. BEGONE (60 Active Pts; Type: En, Tr)
  62. BEHOLD THE WICKED (15 Active Pts; Type: Dv, ElSp)
  63. BEHOLDEN (75 Active Pts; Type: En, Su)
  64. BELLONA’S BATTTLEFIELD (104 active points; Type Il) 
  65. BLACK FLAMES (24 Active Pts; Type: Da, ElFi)
  66. BLACK TOUCH OF THE LOTUS (40 Active Pts; Type: Co, ElFl, Ne)
  67. BLESS (130 Active Pts; Type: Cn, ElSp, Go, Mm)
  68. BLESSING (25 Active Pts; Type: ElSp, Go, Mm)
  69. BLESSING OF THE MOTHER (30 Active Pts; Type: ElWo, Pm)
  
  70. BLESSINGS OF NATURE (75 Active Pts; Type: ElWo, Pm)
  71. BLIGHT OF NIGIL (45 Active Pts; Type: Co, Ne, Pm, ElWo)
  72. BLIGHT (86 Active Pts; Type: Ne, Nm)
  73. BLIND (35 Active Pts; Type: Co, ElFl, Ne)
  74. BLIND (90 Active Pts; Type: Co, ElFl, Ne)
  75. BLINDING FLAMES (30 Active Pts; Type: Cn, ElFi)
  76. BLINDSIDE (20 Active Pts; Type: Cn, Ar)
  77. BLIZZARD (107 Active Pts; Type: Nm, ElAi, ElWa, Ic)
  78. BLOODHOUND (10 Active Pts; Type: Am, ElFl)
  79. BLOOD OF THE EARTH (40 Active Pts; Type: ElEa, Nm)
  80. BLUE MOON (60 Active Pts; Type: Lu, Ti)
  81. BODY OF WATER (55 Active Pts; Type: ElWa)
  82. BLUR (20 Active Pts; Type: Cn, Il)
  83. BOLT OF DECAY (45 Active Pts; Type: Co, Ne)
  84. BOLTS OF POWER (15 active Pts; Type: Co, Lt)
  85. BORING BEETLES (19 active Pts; Type: Am, Nm, Su)
  86. BRAVERY (60 Active Pts; Type: ElSp, En)
  87. BREATHE UNDERWATER (20 Active Pts; Type: ElAi, ElWa)
  88. BREATH OF SLEEPINESS (80 Active Pts; Type: Al, Cn, ElAi)
  89. BRITTLE (60 Active Pts; Type: Ar, ElEa)
  90. BROOMSTICK (40 Active Pts; Type: Ar, ElAi)
  
  91. BUG EYES (10 Active Pts; Type: Am, ElFl)
  92. BUG ZAPPER (7 Active Pts; Type: Co, ElAi)
  93. BUMPER CROP (67 Active Pts; Type: Nm, Pm)
  94. BURKHARDT’S ENCHANTING MELODIES (140 Active Pts; Type: En, So)
  95. BURNING EYES (22 Active Pts; Type: Co, ElFi)
  96. BUSH FORM (40 Active Pts; Type: Nm, Pm)
  
  C
  97. CAGE OF FIRE (112 Active Pts; Type: Cn, ElFi)
  98. CALL FRIEND (15 Active Pts; Type: Ar, Dv)
  99. CALL COLD (26 Active Pts; Type: Ic, Nm)
  100.CALL OF THE VOID (196 Active Pts; Type: Di, Ne, Tr)
  101.CALL SPIRIT (Var. Active Pts; Type: ElSp, Su)
  102.CALLING THE PACK (60 Active Pts; Type: Am)
  103.CALM AIR (30 Active Pts; Type: ElAi, Nm)
  104.CALM (30 Active Pts; Type: ElAi, ElWa, Nm)
  105.CALM ANIMAL (44 Active Pts; Type: Am, En)
  106.CHAIN LIGHTNING (83 Active Pts; Type: Co, ElAi, Lt)
  107.CHAMELEON (37 Active Pts; Type: ElFl)
  108.CHANGE OF SEASONS (34 Active Pts; Type: Nm, Pm)
  109.CHANGELING (147 Active Pts; Type: ElFl, ElSp)
  110.CHANGE WATER TEMPERATURE (30 Active Pts; Type: ElWa, Li)
  111.CHARIOT OF THE SUN (110 Active Pts; Type: ElAi, ElFi)
  112.CHARISMA (88 Active Pts; Type: En)
  113.CHARM (50 Active Pts; Type: En)
  114.CHILL BLOOD (30 Active Pts; Type: Co, ElFl, Ic)
  115.CHOKING CLOUD OF SMOKE (63 Active Pts; Type: Co, ElAi, ELFi)
  
  116.CHORES (25 Active Pts; Type: Ar)
  117.CLAWS OF THE BEAR (40 Active Pts; Type: Am, Co, ElFl)
  118.CLEANSE (20 Active Pts; Type: ElFl, Ne)
  119.CLEANSE AIR (105 Active Pts; Type: ElAi)
  120.CLEANSE THE MIND (56 Active Pts; Type: ElSp, En, Go)
  121.CLEANSE THE SPIRIT (20 Active Pts; Type: Cn, ElSp, En, Go)
  122.CLEAR AIR (12 Active Pts; Type: ElAi)
  123.CLOAK OF SPARKS (50 Active Pts; Type: Co,ElAi, Lt)
  124.CLOUD EMOTIONS (20 Active Pts; Type: ElSp, En)
  125.CLUMSY (45 Active Pts; Type: Co, ElFl)
  126.COLDFIRE (65 Active Pts; Type: ElFi, Ic, Ne)
  127.COLD IRON (45 Active Pts; Type: Co, ElMe, Mm)
  128.COMPACTMENT (22 Active Pts; Type: Co, Ar)
  129.COMPANY OF HEROES (135 Active Pts; Type: ElFl)
  130.COMPULSION OF PURE REASON (50 Active Pts; Type: ElSp, En)
  131.CONE OF COLD (67 Active Pts; Type: Co, Ic)
  132.CONE OF DARKNESS (50 Active Pts; Type: Da)
  133.CONFLAGRATION (361 Active Pts; Type: Co, ElFi)
  134.CONTACT PLANE (60 Active Pts; Type: Di, Dv, Su)
  135.CONTINUAL DRUNKENNESS (75 Active Pts; Type: ElFl, ElWa, En)
  136.CONTRACT (175 Active Pts; Type: En, Su)
  
  137.CONTRACT OF DOOM (90 Active Pts; Type: Co, Su)
  138.CONVERSPHERE (25 Active Pts; Type: My)
  139.CO-ORDINATION (40 Active Pts; Type: Cn, ElSp, En)
  140.COOL DOWN (30 Active Pts; Type: Co, ElFl, Ic)
  141.COUNT HOARD (15 Active Pts; Type: Dv)
  142.CREATE ELEMENT (50 Active Pts; Type: ElAi, ElEa, ElFi, ElFl, ElMe, ElSp 
  ElWa, ElWo)
  143.CREATE GREATER UNDEAD (60 Active Pts; Type: Ar, Ne)
  144.CREATE HOMONCULUS (41 Active Pts; Type: Al, Ar)
  145.CREATE ICE (105 Active Pts; Type: ElWa, Ic)
  146.CREATE LESSER UNDEAD (50 Active Pts; Type: Ar, Ne)
  147.CREATE STRONG UNDEAD (60 Active Pts; Type: Ar, Ne)
  148.CREATE ZOMBIE (50 Active Pts; Type: Ar, Ne)
  149.CREEPING FROST CURSE (145 Active Pts; Type: ElWa, Ic)
  150.CREVASSE (92 Active Pts; Type: Co, ElEa)
  151.CRUCIFY (87 Active Pts; Type: Co, Fo)
  152.CRYSTALLIZE (45 Active Pts; Type: Co, ElEa)
  153.CURE DISEASE (64 Active Pts; Type: ElFl, He)
  154.CURE ILLNESS (60 Active Pts; Type: ElFl, He)
  155.CURSE (561 Active Pts; Type: ElFl, Ne)
  156.CURSE (112 Active Pts; Type: ElFl, Ne)
  157.CURSE OF FROGS (53 Active Pts; Type: Am, ElFl)
  
  D
  158.DAGGER OF MIGHT (20 Active Pts; Type: Ar, Co, ElMe)
  159.DAMPEN ABILITIES (26 Active Pts; Type: Co, ElFl, ElSp)
  160.DANCING FLAME (15 Active Pts; Type: ElFi, Il)
  161.DANCING FLAMES (27 Active Pts; Type: ElFi, Il)
  162.DARK FEAR (50 Active Pts; Type: Cn, ElSp, En)
  163.DARK SIGHT (7 Active Pts; Type: Da, ElFl, Li)
  164.DARKLIGHT’S ILLUSION OF TASTE (5 Active Pts; Type: En, Il)
  165.DARKLOCKS’ DISMAL DISCORD (170 Active Pts; Type: En, ElSp)
  166.DARTOUN’S ETHEREAL MANSION (90 Active Pts; Type: Ar, Di, ElEa, ElAi, 
  Tr)
  167.DEAD MAN’S CANDLE (50 Active Pts; Type: Al, Ar, Mm, Ne)
  168.DEAFEN (90 Active Pts; Type: Co, ElFl, Ne, So)
  169.DEAFEN (70 Active Pts; Type: Co, ElFl, Ne, So)
  170.DEAFENING SHOUT (70 Active Pts; Type: Co, ElFl, ElAi, So)
  171.DEATH FOG (430 Active Pts; Type: Co, ElAi, Ne)
  172.DEATH LORD (90 Active Pts; Type: Co, En, ElSp, Ne)
  173.DEATHSLEEP (3 Active Pts; Type: ElFl, Ne)
  174.DEBILITATING DISEASE (60 Active Pts; Type: ElFl, Ne)
  175.DECAY (26 Active Pts; Type: Il)
  176.DECEIVE THE SENSES (33 Active Pts; Type: En, Il)
  
  177.DEEP FREEZE (35 Active Pts; Type: Co, ElFl, Ic)
  178.DEEP SHADOWS (12 Active Pts; Type: Da, Il)
  179.DEEP SLEEP (30 Active Pts; Type: ElSp, En)
  180.DEHYDRATE (45 Active Pts; Type: Cn, ElFl, ElWa)
  181.DELAYED BLAST FIREBALL (52 Active Pts; Type: Co, ElFi)
  182.DEMON HORDE (62 Active Pts; Type: Su)
  183.DEMON LOCUSTS (60 Active Pts; Type: Co, Su)
  184.DEMON VISION (80 Active Pts; Type: Dv, Su)
  185.DEMON WINGS (35 Active Pts; Type: ElFl, Su)
  186.DESOLATION (82 Active Pts; Type: Am, Ne, Nm)
  187.DESTROY (120 Active Pts; Type: Co, ElFl, ElWo, ElMe, ElEa, Ne)
  188.DETECT AILMENT (9 Active Pts; Type: Dv, ElFl, He)
  189.DETECT ELEMENT (26 Active Pts; Type: Dv, El (anY)
  190.DETECT ENEMIES (10 Active Pts; Type: Cn, Dv)
  191.DETECT GATE (15 Active Pts; Type: Di, Dv)
  192.DETECT LIFE (10 Active Pts; Type: Am, Cn, Dv, ElFl)
  193.DETECT MAGIC (7 Active Pts; Type: Ar, Dv, Mm)
  194.DETECT WEATHER MANIPULATION (8 Active Pts; Type: Dv, ElAi, Nm)
  195.DETERIORATE (40 Active Pts; Type: Ar, ElEa, ElMe, ElWo, Ne)
  196.DETOXIFY (108 Active Pts; Type: Go, He)
  197.DEVIL CURRENT (157 Active Pts; Type: ElWa, Nm)
  
  198.DIAGNOSE (11 Active Pts; Type: Dv, ElFl, He)
  199.DIG TRENCH (20 Active Pts; Type: ElEa)
  200.DIMENSION DOOR (45 Active Pts; Type: Tr)
  201.DIMENSIONAL PASSAGE (20 Active Pts; Type: Di, Dv, Tr)
  202.DIMENSIONAL STORM (170 Active Pts; Type: Di, Co, Su)
  203.DISCERN UNDEAD (10 Active Pts; Type: Dv, Ne)
  204.DISCOVER FLAW (30 Active Pts; Type: Cn, Dv)
  205.DISGUISE (23 Active Pts; Type: Il, ElFl)
  206.DISGUISE (10 Active Pts; Type: Il)
  207.DISINTEGRATE (111 Active Pts; Type: Co)
  208.DISMISS (54 Active Pts; Type: Su)
  209.DISMISS THE UNCLEAN (75 Active Pts; Type: Cn, Go)
  210.DISMISS UNDEAD (30 Active Pts; Type: Cn, Go, Ne, Su)
  211.DISPATCH (100 Active Pts; Type: Su)
  212.DISPEL ILLUSION (22 Active Pts; Type: Il, Mm)
  213.DISPEL FATIGUE (5 Active Pts; Type: ElFl)
  214.DISPEL MAGIC (24 Active Pts; Type: Mm)
  215.DISPLACEMENT (62 Active Pts; Type: Il)
  216.DISSIPATE (45 Active Pts; Type: Ar, Mm)
  217.DISSUADE OBJECT (40 Active Pts; Type: Ar, Co)
  218.DIVERT TELEPORT (65 Active Pts; Type: Mm)
  
  219.DOGS OF WAR (65 Active Pts; Type: Co, Su)
  220.DOMINATE (45 Active Pts; Type: Cn, En)
  221.DOMINATE SENSES (80 Active Pts; Type: Cn, En)
  222.DOOMKILL (120 Active Pts; Type: Co, ElFi)
  223.DOPPELGANGER (80 Active Pts; Type: ElFl)
  224.DOUBLE (49 Active Pts; Type: Il)
  225.DOWSING (3 Active Pts; Type: Dv, ElEa, ElWa, Nm)
  226.DRAWING DOWN THE MOON (160 Active Pts; Type: Lu, Nm)
  227.DREAM FEAR (60 Active Pts; Type: Co, En, Il)
  228.DREAM SIGHT (37 Active Pts; Type: Dv, ElSp)
  229.DREAM WEAPON (30 Active Pts; Type: Co, En)
  230.DRIFT (15 Active Pts; Type: ElAi, ElFl)
  231.DROUGHT (40 Active Pts; Type: Co, ElWa)
  232.DROWN (67 Active Pts; Type: Co, ElWa)
  233.DUMAR’S INNER LIGHT OF PURITY (50 Active Pts; Type: Cn, Go)
  234.DUPLICATE (19 Active Pts; Type: Il)
  
  E
  235.EARTH PASSAGE (29 Active Pts; Type: ElEa, Tr)
  236.EARTH READING (40 Active Pts; Type: Dv, ElEa, Nm)
  237.EARTHQUAKE (67 Active Pts; Type: Co, ElEa, Nm)
  238.EAVESDROP (25 Active Pts; Type: ElFl, So)
  239.ECHOES FROM THE PAST (40 Active Pts; Type: So)
  240.ECLIPSE (21 Active Pts; Type: Lu, Nm)
  241.ELECTRIC EEL SHOCK (52 Active Pts; Type: Am, Cn, ElFl)
  242.ELEMENTAL TRANSFORMATION (20+ Active Pts; Type: ElAi, ElEa, ElFi, 
  ElWa)
  243.ELF EARS (26 Active Pts; Type: Al, Cn, ElFl, So)
  244.ELIAS’S WONDROUS TRANSFORMATION (Var. Active Pts; Type: Am, ElFl)
  245.ELMO’S LIMNING FIRE (15 Active Pts; Type: ElFi, Il)
  246.EMPATHIC HEALING (30 Active Pts; Type: ElFl, He)
  247.EMPEROR OF THE BEASTS (182 Active Pts; Type: Am, ElFl)
  248.EMPEROR’S WARDROBE (12 Active Pts; Type: Ar, Su)
  249.ENCODE (10 Active Pts; Type: Ar, En)
  250.ENDLESS NIGHT (80 Active Pts; Type: Cn, Da, En, Il)
  251.ENDLESS VOID (44 Active Pts; Type: Cn, Da, En, Il, Lu)
  252.ENDURE THE FLAMES (30 Active Pts; Type: ElFi)
  253.ENFEEBLE (36 Active Pts; Type: Co, ElFl)
  
  254.ENHANCE FERTILITY (22 Active Pts; Type: ElFl, Nm)
  255.ENHANCE MAGIC (52 Active Pts; Type: Mm)
  256.ENHANCE PEOPLE (52 Active Pts; Type: ElFl)
  257.ENHANCED INVISIBILITY (50 active pts: Type Il)
  258.ENLARGE ELEMENT (60 Active Pts; Type: Ar, ElAi, ElEa, ElFi, ElFl, ElMe, 
  ElSp, ElWa, ElWo)
  259.ENLARGEMENT (34 Active Pts; Type: Ar, ElAi, ElEa, ElFi, ElFl, ElMe, ElSp, 
  ElWa, ElWo)
  260.ENTOMB (42 Active Pts; Type: Co, ElEa)
  261.ENTROPY (75 Active Pts; Type: Co, Mm)
  262.ERADICATION (210 Active Pts; Type: Co, Go)
  263.ERCON’S MYSTICAL WARDING SPIKES (7 Active Pts; Type: Ar, Il, So)
  264.ESP (45 Active Pts; Type: En)
  265.ETERNAL EXILE (79 Active Pts; Type: ElFl, Go)
  266.ETERNAL SLEEP (67 Active Pts; Type: Cn, En)
  267.EVER WATCHFUL (62 Active Pts; Type: Dv)
  268.EVIL EYE (60 Active Pts; Type: Mm)
  269.EXALTED HEALING (65 Active Pts; Type: ElFl, He)
  270.EXTINGUISH FIRE (34 Active Pts; Type: ElFi)
  271.EXTRACT POISON (34 Active Pts; Type: ElFl, He)
  272.EXTRADIMENSIONAL BUBBLE (132 Active Pts; Type: Co, Di, Su)
  273.EXTRAPLANAR FLIGHT (50 Active Pts; Type: Di, Tr)
  
  274.EYE OF THE BEAST (75 Active Pts; Type: Am, Dv)
  275.EYEBITE (45 Active Pts; Type: Am, Co)
  276.EYES OF THE HAWK (9 Active Pts; Type: Am, ElFl)
  
  F
  277.FAERIE BANQUET (210 Active Pts; Type: Al, Ti)
  278.FAERIE FOOD (2/45 Active Pts; Type: Al)
  279.FAERIE RING (95 Active Pts; Type: Ar, Tr)
  280.FAERIE SIZE (60 Active Pts; Type: ElFl)
  281.FALLING LEAF (10 Active Pts; Type: ElAi)
  282.FALSE LIMB (9 Active Pts; Type: Ar, ElFl, ElMe, ElWo, He)
  283.FAMILIAR (30 Active Pts; Type: Am, Su)
  284.FARHEARING (25 Active Pts; Type: Dv)
  285.FARSEEING (25 Active Pts; Type: Dv)
  286.FAR SIGHT (25 Active Pts; Type: Dv, Nm)
  287.FEAR (62 Active Pts; Type: En, ElSp)
  288.FEATHER FOOT (16 Active Pts; Type: ElAi)
  289.FEIGN DEATH (77 Active Pts; Type: ElFl, Il)
  290.FIELD OF NORMALITY (105 Active Pts; Type: En, Il)
  291.FINGER OF DEATH (135 Active Pts; Type: Co, ElFl, Ne)
  292.FINNEGAN’S FINDER SPELL (28 Active Pts; Type: Ar, Dv)
  293.FIREBALL (45 Active Pts; Type: Co, ElFi)
  294.FIRE BLESSING (30 Active Pts; Type: Cn, ElFi)
  295.FIRE EAGLE (56 Active Pts; Type: Co, ElFi)
  
  296.FIRE EATER (12 Active Pts; Type: Cn, ElFi)
  297.FIRE SIGHT (20 Active Pts; Type: Dv, ElFi)
  298.FIRE TRAP (35 Active Pts; Type: Ar, ElFi)
  299.FIRE WARDING (56 Active Pts; Type: Co, ElFi)
  300.FISHER (125 Active Pts; Type: Di, Fo)
  301.FLAMING WEAPON (45 Active Pts; Type: Co, ElFi)
  302.FLIGHT (20 Active Pts; Type: Tr, ElAi)
  303.FLOATING DISK (30 Active Pts; Type: Ar, ElAi, Fo)
  304.FLOOD (90 Active Pts; Type: Co, ElWa)
  305.FLYING CASTLE (202 Active Pts; Type: Ar, ElAi)
  306.FOG BANK (35 Active Pts; Type: ElAi, ElWa, Nm)
  307.FOOL’S GOLD (15 Active Pts; Type: Ar, Il)
  308.FORCE GLOVE (90 Active Pts; Type: Co, Fo)
  309.FORCE HAMMER (30 Active Pts; Type: Co, Fo)
  310.FOREST WALK (50 Active Pts; Type: Dv, Mm)
  311.FOREWARN (25 Active Pts; Type: Pm)
  312.FORGET (60 Active Pts; Type: En)
  313.FORGIL’S SPELL OF REDOUBLED EFFORT (35 Active Pts; Type: Ar, Co)
  314.FORLORN ENCYSTMENT (66 Active Pts; Type: Co, ElEa)
  315.FOUL AIR (35 Active Pts; Type: Co, ElAi)
  316.FREE ACTION (49 Active Pts; Type: Mm, Tr)
  
  317.FREE THE BODY (72 Active Pts; Type: ElSp, Tr)
  318.FREEZE LIQUID (30 Active Pts; Type: ElWa, Ic)
  319.FREEZING WEAPON (45 Active Pts; Type: Ar, Co, Ic)
  320.FRESH AIR (15 Active Pts; Type: ElAi)
  321.FRESH AIR (5 Active Pts; Type: ElAi)
  322.FRIENDLY MEETING (40 Active Pts; Type: Am)
  323.FRIENDLY RIDE (40 Active Pts; Type: Am)
  324.FRIENDSHIP (30 Active Pts; Type: En)
  325.FRUITFUL (30 Active Pts; Type: Nm, Pm)
  326.FUR OF THE POLAR BEAR (6 Active Pts; Type: Am, Cn, ElFl)
  327.FUTURE SELF (50 Active Pts; Type: Ti, Tr)
  
  G
  328.GALE WIND (60 Active Pts; Type: Cn, ElAi)
  329.GAS BARRIER (15 Active Pts; Type: ElAi)
  330.GAZE REFLECTION (62 Active Pts; Type: Cn, Mm)
  331.GEYSER (90 Active Pts; Type: Co, ElEa, ElWa, Nm)
  332.GHOST BLADE (52 Active Pts; Type: Co, Di, ElSp)
  333.GLAMOR (64 Active Pts; Type: Il)
  334.GLARE (20 Active Pts; Type: Co, Li)
  335.GLASS AIR (52 Active Pts; Type: Cn, Il, ElAi)
  336.GLEAN INTENT (45 Active Pts; Type: Dv, En)
  337.GLIDE (10 Active Pts; Type: ElAi)
  338.GLOOM (40 Active Pts; Type: Da)
  339.GLOWING TRACKS (20 Active Pts; Type: Dv)
  340.GLYPH OF SANCTION (70 Active Pts; Type: Ar, ElAi, ElEa, ElFi, ElFl, ElMe, 
  ElSp, ElWa, ElWo)
  341.GOSSIPPING WIND (85 Active Pts; Type: Dv, ElAi)
  342.GREAT BANQUET (43 Active Pts; Type: Il)
  343.GREAT SIEGE WALL (97 Active Pts; Type: Ar, ElAi, ElEa, ElFi, ElFl, ElMe, 
  ElSp, ElWa, ElWo)
  344.GREATER PENTACLE OF BINDING (170 Active Pts; Type: Su)
  345.GROW VINE (10 Active Pts; Type: ElWo, Pm)
  
  346.GROWTH (38 Active Pts; Type: ElFl)
  347.GUARDIAN WIND (40 Active Pts; Type: Cn, ElAi)
  348.GUIDE (9 Active Pts; Type: Dv)
  349.GUIDE WEAPON (25 Active Pts; Type: Ar, Co)
  350.GUST (30 Active Pts; Type: Cn, ElAi)
  
  H
  351.HAIL STORM (35 Active Pts; Type: Co, Ic)
  352.HAIRWEB (92 Active Pts; Type: Co, ElFl)
  353.HAND SWORD (24 Active Pts; Type: Co, ElFl, ElMe)
  354.HANNIBAL’S SONIC PARALYSIS (82 Active Pts; Type: Co, So)
  355.HARDEN (25 Active Pts; Type: ElEa)
  356.HARVEST MOON (40 Active Pts; Type: Il, Lu)
  357.HASTE (87 Active Pts; Type: Cn, ElFl)
  358.HAUNTED WOODS (56 Active Pts; Type: Nm, Pm)
  359.HEARTREND (100 Active Pts; Type: Co, ElFl)
  360.HEAT METAL (62 Active Pts; Type: Ar, Co, ElFi, ElMe)
  361.HEAT SENSE (5 Active Pts; Type: Dv)
  362.HEAVENLY BRIDGE (75 Active Pts; Type: Ar, Fo)
  363.HEIGHTENED AWARENESS (8 Active Pts; Type: En, Mm)
  364.HIBERNATE (21 Active Pts; Type: Am, ElFl)
  365.HIBERNATION (30 Active Pts; Type: ElFl)
  366.HIDDEN GROVE (50 Active Pts; Type: Il, Nm)
  367.HIDDEN SUGGESTION (62 Active Pts; Type: En)
  368.HIDE THOUGHTS (10 Active Pts; Type: En, Il)
  369.HIDE OF THE CHAMELEON (20 Active Pts; Type: Am, ElFl)
  
  370.HIDEOUS RENDING (60 Active Pts; Type: Co, ElFl)
  371.HOLD PORTAL (67 Active Pts; Type: Ar)
  372.HOMEKEEPER (67 Active Pts; Type: Ar)
  373.HOOVES OF THUNDER (102 Active Pts; Type: Ar, ElMe, Tr)
  374.HORNS OF THE RAM (24 Active Pts; Type: Am, ElFl)
  375.HORRIBLE STENCH (97 Active Pts; Type: Co, ElAi)
  376.HORSELESS CARRIAGE (90 Active Pts; Type: Ar, Tr)
  377.HOUSE SPIRIT (30 Active Pts; Type: Su)
  378.HRAG’S GRAND ANNOUNCEMENT (42 Active Pts; Type: Il, So)
  379.HUMBLE (60 Active Pts; Type: En)
  380.HUNGER (50 Active Pts; Type: En)
  381.HURRICANE (337 Active Pts; Type: Co, ElAi, Nm)
  382.HYPNOSIS (85 Active Pts; Type: En)
  383.HYPNOTIC FLAMES (50 Active Pts; Type: En, ElFi)
  384.HYPNOTIC GAZE (82 Active Pts; Type: En)
  
  I
  385.ICE BOAT (40 Active Pts; Type: ElWa, Ic, Tr)
  386.ICE GLITTER (60 Active Pts; Type: Co, ElWa, Ic)
  387.ICE MISTS (20 Active Pts; Type: ElAi, Ic)
  388.ICE SHARDS (60 Active Pts; Type: Co, ElWa, Ic)
  389.ICE SIGHT (10 Active Pts; Type: Dv, ElWa, Ic)
  390.IGNITE FLAME (22 Active Pts; Type: ElFi)
  391.ILLUSION (120 Active Pts; Type: Il)
  392.IMAGES (15 Active Pts; Type: Il)
  393.IMMUNITY TO DISEASE (22 Active Pts; Type: ElFl, He)
  394.IMMUNITY TO SPELL (75 Active Pts; Type: Mm)
  395.IMPRISON (89 Active Pts; Type: ElEa)
  396.IMPROVED VENTRILOQUISM (40 Active Pts; Type: Il, So)
  397.IMRIC’S PROOF AGAINST SCRYING (90 Active Pts; Type: Dv, Mm)
  398.INCINERATION STRIKE (90 Active Pts; Type: Co, ElFi)
  399.INCOMING (30 Active Pts; Type: )
  400.INCREASE MASS (22 Active Pts; Type: Ar)
  401.INCREASED AWARENESS (9 Active Pts; Type: ElFl, ElSp)
  402.INEXPLICABLE MANIFESTATION (37/97 Active Pts; Type: Il)
  403.INFESTATION (37 Active Pts; Type: Co, Am)
  
  404.INK OF THE OCTOPUS (20 Active Pts; Type: Cn, Am, ElFl)
  405.INSATIABLE THIRST (50 Active Pts; Type: En)
  406.INSECT PLAGUE (70 Active Pts; Type: Co, Am)
  407.INSTANT REPLAY (37 Active Pts; Type: Il)
  408.INTIMIDATE (40 Active Pts; Type: En, Il)
  409.INVEST OBJECT (20 Active Pts; Type: Mm)
  410.INVISIBLE TENT (30 Active Pts; Type: Ar, Fo)
  411.INVISIBLE SERVANT (29 Active Pts; Type: Su)
  412.INVISIBILITY (20 Active Pts; Type: Il)
  413.INVISIBILITY TO ANIMALS (50 Active Pts; Type: Am, Il)
  414.IRON SOUL (20 Active Pts; Type: Mm)
  415.IRON WARRIOR (75 Active Pts; Type: Co, ElFl)
  416.IRON WILL (12 Active Pts; Type: En, Mm)
  
  J
  417.JET OF AIR (70 Active Pts; Type: Co, ElAi)
  
  K
  418.KALAN's CRYPTIC CHORDS (24 Active Pts; Type: ElFl, So)
  419.KHAMSHEEN (186 Active Pts; Type: Co, ElAi, Nm)
  420.KNOW AIR (13 Active Pts; Type: Dv, ElAi)
  421.KNOW DIRECTION (3 Active Pts; Type: Dv)
  422.KNOW MOON (13 Active Pts; Type: Dv, Lu)
  423.KNOW PLANE (42 Active Pts; Type: Dv, Di)
  424.KNOW THE SIZE OF THE HIDDEN (13 Active Pts; Type: Dv)
  425.KNOWING (25 Active Pts; Type: Dv, Am, Nm)
  426.KORNAR's GREASE SPOT (70 Active Pts; Type: Cn)
  
  L
  427.LAND HAVEN (132 Active Pts; Type: ElEa, ElWa)
  428.LAVA PIT (99 Active Pts; Type: Co, ElEa, ElFi, Nm)
  429.LEGERDEMAIN (50 Active Pts; Type: Il)
  430.LEVITATE (17 Active Pts; Type: ElAi, Tr)
  431.LICH TRANSFORMATION (89 Active Pts; Type: Ne)
  432.LIFE TRANSFER (90 Active Pts; Type: ElFl, Ne)
  433.LIFELEECH (82 Active Pts; Type: Co, Ne)
  434.LIGHT (15 Active Pts; Type: Il, Li)
  435.LIGHTEN BURDEN (15 Active Pts; Type: Ar)
  436.LIGHTEN METAL (90 Active Pts; Type: Ar, ElMe)
  437.LIGHTNING BOLT (40 Active Pts; Type: Co, ElAi, Lt, Nm)
  438.LIGHTNING FLASH (30 Active Pts; Type: Cn, ElAi, Lt, Nm)
  439.LIGHTNING ROD (54 Active Pts; Type: ElEa, Lt)
  440.LIKE A ROCK (19 Active Pts; Type: ElEa, ElFl)
  441.LION’S ROAR (15 Active Pts; Type: Am, Cn, ElFl)
  442.LITTLE FRIENDS (52  Active Pts; Type: Am, En, Su)
  443.LIVING WOOD (49 Active Pts; Type: Co, ElWo, Pm)
  444.LOCATE NEMESIS (45 Active Pts; Type: Dv)
  445.LOCATE OBJECT (19 Active Pts; Type: Dv, Ne)
  
  446.LOFTY EYE (15 Active Pts; Type: Dv, ElAi)
  447.LONG SLEEP (5 Active Pts; Type: ElFl)
  448.LORE OF THE PLANTS (13 Active Pts; Type: Pm)
  449.LOVE SPELL (87 Active Pts; Type: Ar, En)
  450.LUCK CHARM (37 Active Pts; Type: Ar, Mm)
  451.LUNATIC (75 Active Pts; Type: En, Lu)
  
  M
  452.MAELSTROM (94 Active Pts; Type: Co, ElWa, Nm)
  453.MAGE’S BANE (60 Active Pts; Type: Co, Mm)
  454.MAGIC DOOR (63 Active Pts; Type: Ar)
  455.MAGIC DOOR (56 Active Pts; Type: Ar, Tr)
  456.MAGIC FREE ZONE (300 Active Pts; Type: Mm)
  457.MAGIC HEARTH (24 Active Pts; Type: Ar, ElEa, ElFi)
  458.MAGIC MOUSETRAP (60 Active Pts; Type: Ar)
  459.MAGIC POOL (65 Active Pts; Type: Mm)
  460.MAGIC TAR (39 Active Pts; Type: Ar)
  461.MAGICAL AURA (25 Active Pts; Type: Il, Mm)
  462.MAJOR HEALING (40 Active Pts; Type: ElFl, He)
  463.MALEDICTION (32 Active Pts; Type: Su)
  464.MALEKITH’S METEOR SWARM (90 Active Pts; Type: Co, ElFi)
  465.MAOKAR’S GREAT LEAP FORWARD (35 Active Pts; Type: ElFl, Tr)
  466.MARATHON (66 Active Pts; Type: ElFl, Tr)
  467.MARCHING FOREST (45 Active Pts; Type: ElWo, Nm, Pm)
  468.MARKOTH’S ROTTING CURSE (270 Active Pts; Type: Ne)
  469.MARTIAL SKILL (82 Active Pts; Type: Co, ElFl)
  470.MASK INEBRIATION (105 Active Pts; Type: En, Il)
  
  471.MASS FEAR (125 Active Pts; Type: Cn, En)
  472.MASS INVISIBILITY (55 Active Pts; Type: Il)
  473.MASS SILENCE (55 Active Pts; Type: Il, So)
  474.MATERIALIZE (105 Active Pts; Type: Di, Su)
  475.MATLOQUE’S CURSE OF SILENCE (90 Active Pts; Type: Cn, ElFl, So)
  476.MATLOQUE’S IMPEDIMENT OF THE TONGUE (49 Active Pts; Type: Il, So)
  477.MELD (40 Active Pts; Type: Ar)
  478.MEMORY (8 Active Pts; Type: ElFl)
  479.MEMORY SURGERY (80 Active Pts; Type: En, He)
  480.MEND (30 Active Pts; Type: Ar)
  481.MENTAL CLOAK (60 Active Pts; Type: En, Il)
  482.MENTAL PARALYSIS (140 Active Pts; Type: Cn, En)
  483.METAL SHAFT (45 Active Pts; Type: Co, ElMe)
  484.METAL SKIN (19 Active Pts; Type: Cn, ElMe)
  485.MIGHTY LEAP (20 Active Pts; Type: ElFl, Tr)
  486.MIND MISSILE (60 Active Pts; Type: Co, Il)
  487.MIND SPEAK (30 Active Pts; Type: En)
  488.MIND TRAP (60 Active Pts; Type: En)
  489.MINOR HEALING (20 Active Pts; Type: ElFl, He)
  490.MIRAGE (60 Active Pts; Type: Il)
  491.MIRROR IMAGE (33 Active Pts; Type: Il)
  
  492.MIRROR PLANE (var. Active Pts; Type: Di)
  493.MIRROR WALK (58 Active Pts; Type: Tr)
  494.MISCAST (60 Active Pts; Type: Cn, Mm)
  495.MIST FORM (40 Active Pts; Type: ElAi, ElWa)
  496.MONKEY SWING (20 Active Pts; Type: Am, ElFl)
  497.MOON DANCE (30 Active Pts; Type: ElFl, Lu)
  498.MUD TRAP (30 Active Pts; Type: Cn, ElEa)
  499.MUTE (45 Active Pts; Type: ElFl)
  500.MYSTERIOUS MANSERVANT (90 Active Pts; Type: Su)
  501.MYSTIC FORTRESS (225 Active Pts; Type: Ar)
  
  N
  502.NACRE’S SAVAGE ATTRACTION (124 Active Pts; Type: Ar, ElMe)
  503.NAMER’S COMMAND (60 Active Pts; Type: En)
  504.NETHERWORLD (75 Active Pts; Type: Il)
  505.NEUTRALIZE ACID (108 Active Pts; Type: Ar, He)
  506.NEUTRALIZE POISON (64 Active Pts; Type: Ar, He)
  507.NEW FEATURES (30 Active Pts; Type: ElFl, Il)
  508.NIGHT BLINDNESS (40 Active Pts; Type: Cn, Da)
  509.NIGHTMARE (75 Active Pts; Type: Co, En, Il)
  510.NIGHT SCARE (81 Active Pts; Type: Co, Da Il, Lu)
  511.NIGHT SIGHT (19 Active Pts; Type: Ar, ElFl)
  512.NIGHT WINGS (20 Active Pts; Type: Am, ElFl)
  513.NONCOMMITAL (50 Active Pts; Type: Ar, Cn)
  514.NUMB SENSE (25 Active Pts; Type: Cn, Il, ElFl)
  
  O
  515.OBFUSCATE (40 Active Pts; Type: En, Il)
  516.OBJECT READING (33 Active Pts; Type: Ar, Dv)
  517.OBSCURE (30 Active Pts; Type: En, Il)
  518.ODOR EATER (30 Active Pts; Type: Il)
  519.OPEN BARRIER (35 Active Pts; Type: Ar, Tr)
  520.OPEN GRAVE (120 Active Pts; Type: Ne)
  521.OPEN THY HEART (62 Active Pts; Type: En)
  522.OPEN WOUND (75 Active Pts; Type: Co, ElFl)
  523.ORB OF FLAMES (45 Active Pts; Type: Co, ElFi)
  524.OWL FORM (27 Active Pts; Type: Am)
  525.OWL SENSE (35 Active Pts; Type: Am, ElFl)
  
  P
  526.PARALYSIS (75 Active Pts; Type: Cn, ElFl, En)
  527.PART WATER (60 Active Pts; Type: ElWa)
  528.PASS MONTH (87 Active Pts; Type: Di, Lu)
  529.PASS TREES (35 Active Pts; Type: ElWo, Pm, Tr)
  530.PASS WALL (58 Active Pts; Type: ElEa, Tr)
  531.PAST IMAGES (82 Active Pts; Type: Dv, Il)
  532.PATHS OF CONFUSION (55 Active Pts; Type: En, Pm)
  533.PENULTIMATE BARRIER (100 Active Pts; Type: Il)
  534.PENTACLE OF CONJURATION (25-187 Active Pts; Type: Ar, Ne, Su)
  535.PERCUSSION (60 Active Pts; Type: Cn, So)
  536.PERMANENT ILLUSION (49 Active Pts; Type: Il)
  537.PERSUADE (75 Active Pts; Type: En)
  538.PHANTASM (150 Active Pts; Type: Il)
  539.PHASE CITY (150 Active Pts; Type: Di, Tr)
  540.PHASE TRAP (125 Active Pts; Type: Cn, Di)
  541.PINCH (6 Active Pts; Type: Cn, ElFl)
  542.PLAGUE (165 Active Pts; Type: Ne)
  543.PLAGUE OF FLIES (102 Active Pts; Type: Am, Co, Ne, Su)
  544.PLANAR BOLT (45 Active Pts; Type: Co, Di, ElAi, ElEa, ElFi, ElFl, ElMe, 
  ElSp, ElWa, ElWo)
  
  545.PLANAR PROTECTION (22 Active Pts; Type: Cn, ElAi, ElEa, ElFi, ElFl, 
  ElMe, ElSp, ElWa, ElWo)
  546.PLANE OF DARKNESS (102 Active Pts; Type: Da, Di, Tr)
  547.PLANT GROWTH (50 Active Pts; Type: ElWo, Pm)
  548.PLANT TRAIL (41 Active Pts; Type: ElWo, Pm)
  549.POISON WELL (50 Active Pts; Type: Al, Ne)
  550.POKE (17 Active Pts; Type: Co, ElFl)
  551.POLISH METAL (25 Active Pts; Type: Ar, ElMe)
  552.POOL OF QUICKSAND (100 Active Pts; Type: Cn, ElEa)
  553.PORTABLE HOLE (35 Active Pts; Type: Di)
  554.POSSESSION (90 Active Pts; Type: ElSp, En)
  555.POUNCE OF THE LION (31 Active Pts; Type: Am, ElFl)
  556.POWER ITEM (20 Active Pts; Type: Mm)
  557.PRAYER OF CLEANSING (75 Active Pts; Type: Cn, Go)
  558.PRECISION CONTROL (25 Active Pts; Type: Ar)
  559.PREDICT WEATHER (40 Active Pts; Type: ElAi, Nm)
  560.PRIMORDIAL ICE (90 Active Pts; Type: Co, ElWa, Ic)
  561.PROCUREMENT (45 Active Pts; Type: Ar, Su)
  562.PROBE EMOTIONS (40 Active Pts; Type: En)
  563.PRODUCE FLAME (15 Active Pts; Type: ElFi)
  564.PRODUCE SMALL ANIMAL (25 Active Pts; Type: Am, ElFl, Su)
  565.PROJECT VOICE (25 Active Pts; Type: Il, So)
  
  566.PROTECTION FROM FIRE (27 Active Pts; Type: ElFi)
  567.PROTECTION VERSUS MAGIC (25 Active Pts; Type: Mm)
  568.PSIONIC NEXUS (40 Active Pts; Type: En)
  569.PSYCHIC BLAST (62 Active Pts; Type: Cn, En)
  570.PSYCHOKINESIS (15 Active Pts; Type: Fo)
  571.PSYCHOMETRY (21 Active Pts; Type: Dv)
  572.PURIFY AIR (35 Active Pts; Type: ElAi)
  573.PURIFY BODY (41 Active Pts; Type: ElSp, He, Mm)
  574.PURIFY NOURISHMENT AND DRINK (40 Active Pts; Type: Al)
  575.PURIFY WATER (50 Active Pts; Type: Al, ElWa)
  576.PUTRIFY (30 Active Pts; Type: Ne)
  577.PYOSIS (45 Active Pts; Type: ElFl, Ne)
  
  Q
  578.QUENCH BRIGHT MAGIC (120 Active Pts; Type: Da, Mm)
  579.QUICK HEAL (20 Active Pts; Type: ElFl, He)
  580.QUICK RUN (20 Active Pts; Type: ElFl, Tr)
  581.QUICKEN TIME (75 Active Pts; Type: Ti)
  582.QUICKENING (25 Active Pts; Type: Cn, ElFl)
  
  R
  583.RACNALD’S RICOCHET (55 Active Pts; Type: Co, ElFl)
  584.RAIN STORM (35 Active Pts; Type: ElAi, ElWa, Nm)
  585.RAPID INTOXICATION (70 Active Pts; Type: ElFl)
  586.RE-DIRECT MAGIC (30 Active Pts; Type: Mm)
  587.READ EMOTIONS (17 Active Pts; Type: En)
  588.REALM OF THE EARTH (20 Active Pts; Type: Am, ElEa, ElFl)
  589.REALM OF THE GREAT (30 Active Pts; Type: Am, ElFl)
  590.REALM OF THE HUNTER (19 Active Pts; Type: Am, ElFl)
  591.REALM OF THE SMALL (40 Active Pts; Type: Am, ElFl)
  592.REALM OF THE WATER (21 Active Pts; Type: Am, ElFl, ElWa)
  593.REGAIN HEALTH (60 Active Pts; Type: ElFl, He)
  594.REMAIN CONCIOUS (75 Active Pts; Type: ElFl)
  595.REMOVE ENERGY (40 Active Pts; Type: ElFl, Mm)
  596.REPEL UNCLEAN (37 Active Pts; Type: Cn, Go)
  597.RESIST HEAT (4 Active Pts; Type: ElFi)
  598.RESIST INTOXICATION (3 Active Pts; Type: ElFl)
  599.RESIST MAGIC (30 Active Pts; Type: Mm)
  600.RESIST PAIN (64 Active Pts; Type: ElFl)
  601.RESIST PAIN (37 Active Pts; Type: ElFl)
  
  602.RESIST THE FURY OF NATURE (36 Active Pts; Type: Nm)
  603.RESISTANCE (10 Active Pts; Type: ElSp)
  604.RESISTANCE TO COLD (23 Active Pts; Type: Ic)
  605.RESTORE BODY (38 Active Pts; Type: ElFl, He)
  606.RESTORE LIMB (13 Active Pts; Type: ElFl, He)
  607.RESTORE MIND (38 Active Pts; Type: ElSp, He)
  608.RESTORE SENSES (38 Active Pts; Type: ElFl, He)
  609.RETRIBUTION (60 Active Pts; Type: Co, Mm)
  610.REVERSE EMOTION (50 Active Pts; Type: En)
  611.REVIVIFY WOOD (60 Active Pts; Type: ElWo, Pm)
  612.RING OF STEEL (40 Active Pts; Type: Co, ElMe)
  613.RING OF SOLITUDE (25 Active Pts; Type: Da, So)
  614.RIP SPACE (50 Active Pts; Type: Di, Tr)
  615.RISING COLUMN (50 Active Pts; Type: ElEa, ElFl, ElMe, ElWa, ElWo)
  616.ROCK FIST (10 Active Pts; Type: Co, ElEa)
  617.ROLLING STONE (15 Active Pts; Type: ElEa)
  618.ROLLING ROCK (124 Active Pts; Type: Co, ElEa)
  619.ROPE TRICK (60 Active Pts; Type: Di)
  620.ROT WOOD (45 Active Pts; Type: ElWo, Ne)
  621.RUBBERY TRANSFORMATION (50 Active Pts; Type: ElFl)
  622.RUBBERY AURA (110 Active Pts; Type: ElEa, ElFl, ElMe, ElWo)
  
  623.RUST IRON (30 Active Pts; Type: ElMe)
  624.RUST METAL (75 Active Pts; Type: ElMe)
  
  S
  625.SAFE SHALLOWS (15 Active Pts; Type: Dv, ElWa)
  626.SAFETY NET (10 Active Pts; Type: ElAi)
  627.SALWIN’S JOURNEY OF THE TORCH (90 Active Pts; Type: ElFi, Tr)
  628.SAND BLAST (40 Active Pts; Type: Cn, ElAi, ElEa)
  629.SCAR LAND (171 Active Pts; Type: ElAi, ElEa, ElWa, ElWo)
  630.SCRY DEFLECTOR (80 Active Pts; Type: Dv, Mm)
  631.SCRYSHIELD (45 Active Pts; Type: Dv, Mm)
  632.SEA WIND (30 Active Pts; Type: ElAi)
  633.SEARING DISK (60 Active Pts; Type: Co, ElFi, ElMe)
  634.SEARING TOUCH (30 Active Pts; Type: Co, ElFi)
  635.SECRET PATHS (31 Active Pts; Type: Pm)
  636.SEE FUTURE (40 Active Pts; Type: Dv, Ti)
  637.SEEK MIND (40 Active Pts; Type: Dv)
  638.SEIZE HIM! Active Pts; Type: 40 Active Pts; Type: Ar, Cn)
  639.SENSE AIR CURRENTS (17 Active Pts; Type: Dv, ElAi)
  640.SENSE EARTH (18 Active Pts; Type: Dv, ElEa)
  641.SENSE FUTURE (30 Active Pts; Type: Dv, Ti)
  642.SENSE OF THE BAT (15 Active Pts; Type: Dv, ElFl, So)
  643.SENSE UNCLEAN (17 Active Pts; Type: Dv, Go)
  
  644.SERVANT VISION (51 Active Pts; Type: Dv, ElSp, En)
  645.SHADE (52 Active Pts; Type: Da, Nm)
  646.SHADES (5 Active Pts; Type: Da)
  647.SHADOW (20 Active Pts; Type: Da, Il)
  648.SHADOW CLOAK (52 Active Pts; Type: Da, Il)
  649.SHADOW DEMON (44 Active Pts; Type: Co, Da, Su)
  650.SHADOW FORM (40 Active Pts; Type: Da)
  651.SHADOW MASK (30 Active Pts; Type: Da)
  652.SHADOW SPY (35 Active Pts; Type: Da, Dv)
  653.SHADOW WALK (20 Active Pts; Type: Da, Tr)
  654.SHAKEDOWN (20 Active Pts; Type: Ar)
  655.SHAPE ELEMENT (25 Active Pts; Type: ElEa, ElFl, ElMe, ElWo)
  656.SHAPE SHADOWS (10 Active Pts; Type: Da, Il)
  657.SHAPE TREE (40 Active Pts; Type: ElWo, Pm)
  658.SHAPE WATER (20 Active Pts; Type: ElAi, ElWa)
  659.SHAPECHANGE (117 Active Pts; Type: ElFl)
  660.SHARE FLIGHT (15 Active Pts; Type: ElAi, Tr)
  661.SHARPEN WEAPON (20 Active Pts; Type: Co, ElMe, ElWo)
  662.SHIELD OF DELIVERANCE (82 Active Pts; Type: Mm, Tr)
  663.SHIELD OF PROTECTION (40 Active Pts; Type: Cn, Fo)
  664.SHOCKING TOUCH (56 Active Pts; Type: Co, Lt)
  
  665.SHORGA’S LIFT (30 Active Pts; Type: ElAi, Tr)
  666.SHRINKING (62 Active Pts; Type: ElFl)
  667.SIEGE WEAPON (33 Active Pts; Type: Ar, ElEa, ElMe, ElWo, Tr)
  668.SILENCE (20 Active Pts; Type: So)
  669.SILENT POWER (110 Active Pts; Type: ElFl)
  670.SILVER BURST (82 Active Pts; Type: Co, Mm)
  671.SIMULACRUM (74 Active Pts; Type: Ar, ElEa, Su)
  672.SINGLE PURPOSE (75 Active Pts; Type: ElSp)
  673.SIZZLING WEB (55 Active Pts; Type: Co, ElFi)
  674.SKATE (20 Active Pts; Type: Ic, Tr)
  675.SKIN OF FLAME (37 Active Pts; Type: Co, ElFi)
  676.SKIN OF THE SNAKE (4 Active Pts; Type: Am, ElFl)
  677.SKULL SERVANT (35 Active Pts; Type: Ar, Ne, Su)
  678.SKUNK SPRAY (40 Active Pts; Type: Am, ElFl)
  679.SKYBRIGHT (55 Active Pts; Type: ElAi, Li)
  680.SLEEP (105 Active Pts; Type: ElSp, En)
  681.SLEEP OF THE DEAD (6 Active Pts; Type: ElFl, Ne)
  682.SLEEP TALKING (50 Active Pts; Type: ElSp, En)
  683.SLIP SPACE (20 Active Pts; Type: Di, Tr)
  684.SLOW (22 Active Pts; Type: Cn, ElFl)
  685.SLOW TIME (30 Active Pts; Type: Cn, Ti)
  
  686.SMOKING FIRE (20 Active Pts; Type: Cn, ElFi)
  687.SMOTHERING DARKNESS (72 Active Pts; Type: Cn, Da)
  688.SNAKE SENSE (10 Active Pts; Type: Am, Dv, ElFl)
  689.SOLID REFLECTION (40 Active Pts; Type: Cn)
  690.SORSHA’S BLACK KISS (146 Active Pts; Type: Da, Ne)
  691.SOULHOOK (94 Active Pts; Type: Ar, ElSp, Ne)
  692.SOUL SHIELD (10 Active Pts; Type: Cn, Mm)
  693.SOUL SLAVE (125 Active Pts; Type: ElFl, ElSp)
  694.SOVEREIGN SUMMONING (90 Active Pts; Type: Di, Su)
  695.SPACIAL ANOMALY (30 Active Pts; Type: Di, Su)
  696.SPEAK WITH SPIRITS (65 Active Pts; Type: ElSp, Ne)
  697.SPELL-LOCK (75 Active Pts; Type: Ar)
  698.SPELL OF ABSORPTION (25 Active Pts; Type: Mm)
  699.SPELL OF THE CHARMED BLADE (20 Active Pts; Type: Co)
  700.SPELL OF THE GRASPED ARROW (10 Active Pts; Type: Co)
  701.SPELL OF THE TRUE ARROW (20 Active Pts; Type: Co)
  702.SPELL OF THE WARRIOR’S STRENGTH (20 Active Pts; Type: Co, ElFl)
  703.SPELL WARD (150 Active Pts; Type: Ar)
  704.SPHERE OF ANNIHILATION (165 Active Pts; Type: Co, Da, Di,)
  705.SPHERE OF SILENCE (50 Active Pts; Type: ElAi, So)
  706.SPIDER’S GRIP (10 Active Pts; Type: Am, ElFl)
  
  707.SPINES OF THE PORCUPINE (37 Active Pts; Type: Am, ElFl)
  708.SPIRIT VOICE (20 Active Pts; Type: Il, So)
  709.SPIRIT CURSE (40 Active Pts; Type: ElFl, ElSp)
  710.SPORE CLOUD (60 Active Pts; Type: Co, Pm)
  711.SPRINT (28 Active Pts; Type: ElFl, Tr)
  712.SQUEAKY SHOES (17 Active Pts; Type: Ar, So)
  713.STAND FIRM (17 Active Pts; Type: ElEa)
  714.STAR TRAVELLERS (369 Active Pts; Type: Tr)
  715.STARBURST (52 Active Pts; Type: Co, ElEa)
  716.STARE OF POWER (30 Active Pts; Type: En)
  717.STATUETTE (101 Active Pts; Type: Ar)
  718.STAY DRY (15 Active Pts; Type: ElWa)
  719.STEAL BREATH (30 Active Pts; Type: Cn, ElAi)
  720.STEAL FORM (52 Active Pts; Type: Am, Cn, ElAi, ElFl)
  721.STEAL POWER (45 Active Pts; Type: Mm)
  722.STEAL SIGHT (80 Active Pts; Type: Dv, ElFl)
  723.STEAL YOUTH (45 Active Pts; Type: ElFl, Ti)
  724.STEAM CLOUD (40 Active Pts; Type: Co, ElWa)
  725.STILLBORN (40 Active Pts; Type: ElFl, Ne)
  726.STONE BODY (20 Active Pts; Type: Cn, ElEa)
  727.STONE FACE (20 Active Pts; Type: ElEa)
  
  728.STONE SHAPE (80 Active Pts; Type: Ar, ElEa)
  729.STONESKIN (12 Active Pts; Type: Cn, ElEa)
  730.STORM OF THORNS (35 Active Pts; Type: Co, ElWo, Pm)
  731.STORY SMOKE (45 Active Pts; Type: Elfi, Il)
  732.STRENGTH IN ARMS (75 Active Pts; Type: Cn, ElFl, He)
  733.STRENGTH OF TEN (50 Active Pts; Type: Cn, ElFl)
  734.STRENGTH SWITCH (45 Active Pts; Type: Cn, ElFl, Mm)
  735.STRENGTHEN OBJECT (33 Active Pts; Type: Ar, ElEa, ElFl, ElMe, ElWo)
  736.STRENGTHENING OF WILL (40 Active Pts; Type: ElSp, En)
  737.STROBE (30 Active Pts; Type: Cn, Li)
  738.STUNJACK (52 Active Pts; Type: Am, ElFl, Lt)
  739.SUBDUE MAGIC (31 Active Pts; Type: Mm)
  740.SUBLIMINAL MESSAGE (87 Active Pts; Type: Ar, En, Il)
  741.SUFFER THE FROST (32 Active Pts; Type: Ic, Nm)
  742.SUFFER THY WRATH (68 Active Pts; Type: Cn)
  743.SUGGESTION (60 Active Pts; Type: En)
  744.SUMMON ANCIENT POWER (135 Active Pts; Type: Ne, Su)
  745.SUMMON DEMON (19-75 Active Pts; Type: Su)
  746.SUMMON DEMON HAND (37 Active Pts; Type: Su)
  747.SUMMON DJINN (90 Active Pts; Type: ElAi, Su)
  748.SUMMON ELEMENTAL (up to 74 Active Pts; Type: ElAi, ElEa, ElFi, ElWa, 
  Su)
  
  749.SUMMON FAMILIAR (20 Active Pts; Type: Am, Su)
  750.SUMMON HORDE (290 Active Pts; Type: Su)
  751.SUMMON IMP (56 Active Pts; Type: Su)
  752.SUMMON MAJOR DEMON (90 Active Pts; Type: Su)
  753.SUMMON MOUNT (30 Active Pts; Type: Su)
  754.SUMMON PLANAR ENTITY (105 Active Pts; Type: ElAi, ElEa, ElFi, ElWa, 
  Su)
  755.SUMMON RESIDENT (25 Active Pts; Type: Su)
  756.SUMMON SALAMANDER (35 Active Pts; Type: ElFi, Su)
  757.SUMMON SUCCUBUS (56 Active Pts; Type: Su)
  758.SUMMON VERMIN (56 Active Pts; Type: Am, Su)
  759.SUMMON WATER WEIRD (71 Active Pts; Type: ElWa, Su)
  760.SUMMON WINDS (20 Active Pts; Type: ElAi, Nm)
  761.SUNBOLT (50 Active Pts; Type: Co, Li)
  762.SUPPRESS CHANGE (25 Active Pts; Type: ElFl, Mm)
  763.SWAMP GAS (77 Active Pts; Type: Co, ElAi)
  764.SWARM (52 Active Pts; Type: Am, Su)
  765.SWARM FORM (23 Active Pts; Type: Am, ElFl)
  766.SWIMMING (13 Active Pts; Type: ElFl, ElWa, Tr)
  767.SWIRLING LEAVES (35 Active Pts; Type: Nm, Pm)
  768.SYRUPY LIQUID (30 Active Pts; Type: ElWa)
  
  T
  769.TALE OF THE FLAME (40 Active Pts; Type: Dv, ElFi)
  770.TALMAGE’S EFFULGENT CLOAK (42 Active Pts; Type: Ar, Il)
  771.TANGLEHANDS (100 Active Pts; Type: Cn, ElFl)
  772.TAP SKILL (38 Active Pts; Type: En, Mm)
  773.TARQUA’S FROSTBALL (90 Active Pts; Type: ElWo, Co, Ic)
  774.TATTOO (81 Active Pts; Type: Ar, ElFl)
  775.TELEPATHIC CONTACT (15 Active Pts; Type: Dv, En)
  776.TELEPORT (97 Active Pts; Type: Tr)
  777.TEMPERATURE (50 Active Pts; Type: En, Nm)
  778.TEMPLE OF SOLITUDE (70 Active Pts; Type: Di)
  779.TEMPORAL TORNADO (180 Active Pts; Type: Cn, Ti)
  780.THAUMATURGIC DOLL (96-105 Active Pts; Type: Ar)
  781.THE CASTING OF THE RUNES (40 Active Pts; Type: Dv, Ti)
  782.THE CHAIN OF MYRIAD USES (62 Active Pts; Type: Mm)
  783.THE CHANT OF BINDING (75 Active Pts; Type: Ar)
  784.THE CRUSHING RINGS OF ZONTAL (45 Active Pts; Type: Ar, Co, ElMe)
  785.THE DANCE (60 Active Pts; Type: ElFl)
  786.THE DAZZLING MARTIAL DISPLAY (35 Active Pts; Type: Co)
  787.THE EYE OF EAGLE ARCHERY (50 Active Pts; Type: Co)
  
  788.THE FIRST WORD OF OPENING (19 Active Pts; Type: Ar)
  789.THE GREAT STORM (97 Active Pts; Type: ElAi, Nm)
  790.THE GREAT WASTING (50 Active Pts; Type: ElAi, Nm)
  791.THE GREY HAND (150 Active Pts; Type: Co, Ne)
  792.THE GRIP OF IRON (50 Active Pts; Type: Cn, ElMe)
  793.THE INSENSATE WORD (40 Active Pts; Type: Cn, ElFl)
  794.THE MEDUSA TOUCH (135 Active Pts; Type: Co, ElEa)
  795.THE NEXT WHISKEY BAR (24 Active Pts; Type: Dv)
  796.THE NIGHT EYES (5 Active Pts; Type: Am, ElFl)
  797.THE PHOENIX EFFECT (134 Active Pts; Type: Co, ElFi)
  798.THE QUESTING SPELL OF SKALIZAR (132 Active Pts; Type: En)
  799.THE RENDERING OF THE POLEARM (10 Active Pts; Type: Ar, Co)
  800.THE REVELATIONS OF THE MAD (146 Active Pts; Type: Co, ElSp, En)
  801.THE SECOND WORD OF OPENING (30 Active Pts; Type: Ar, Mm)
  802.THE SPELL OF ENCHANTING A WEAPON (45 Active Pts; Type: Ar, Co)
  803.THE SPELL OF NET CASTING (35 Active Pts; Type: Cn)
  804.THE SPELL OF STRIKING SPIRITS (45 Active Pts; Type: Ar, Co, ElSp)
  805.THE SPELL OF THE CLOSE DANCING WEAPON (29 Active Pts; Type: Ar, Co)
  806.THE SPELL OF THE DANCING WEAPON (40 Active Pts; Type: Ar, Co)
  807.THE SPELL OF THE DEBILITATING ARMOR (45 Active Pts; Type: Cn, ElFl)
  808.THE SPELL OF THE INSTANT ARMY (51 Active Pts; Type: Il)
  
  809.THE SPELL OF THE RETURNING WEAPON (45 Active Pts; Type: Ar, Co)
  810.THE SPELL OF VORPAL SLICING (60 Active Pts; Type: Ar, Co)
  811.THE SPELL OF WEATHERCALLING (34 Active Pts; Type: Nm)
  812.THE UNDERTAKER (257 Active Pts; Type: Su)
  813.THE VOID (100 Active Pts; Type: Da)
  814.THE WALKING DEAD (115 Active Pts; Type: Dv, Ne)
  815.THE WHIRLING TORNADO ATTACK (67 Active Pts; Type: Co)
  816.THE WORD OF DEVASTATION (180 Active Pts; Type: Co, ElEa)
  817.THE WORD OF THE ULTIMATE WEAPON (105 Active Pts; Type: Co, ElSp)
  818.THREE WISHES (562 Active Pts; Type: Mm)
  819.THRESHOLD (30 Active Pts; Type: Cn, ElFl)
  820.THUNDER (50 Active Pts; Type: Cn, ElAi)
  821.THUNDERFIST (18 Active Pts; Type: Co, ElFl)
  822.THUNDERCLAP (67 Active Pts; Type: Cn, ElAi)
  823.TIME BROTHER (var. Active Pts; Type: Su, Ti)
  824.TIME PHASE (40 Active Pts; Type: Ti)
  825.TIME PIECE  (40 Active Pts; Type: Ar, Di, Ti)
  826.TIME TUNNEL (30 Active Pts; Type: Ti)
  827.TIME STOP (127 Active Pts; Type: Ti)
  828.TIME VORTEX (157 Active Pts; Type: Cn, Ti)
  829.TONGUES (20 Active Pts; Type: En)
  
  830.TORNADO (375 Active Pts; Type: Co, ElAi, Nm)
  831.TOUCH OF DECAY (50 Active Pts; Type: Ar, Ne)
  832.TOUGHEN CLOTHING (18 Active Pts; Type: Ar)
  833.TRACE TELEPORT (84 Active Pts; Type: Dv, Mm)
  834.TRACKLESS (27 Active Pts; Type: ElAi)
  835.TRACK MAGIC (34 Active Pts; Type: Dv, Mm)
  836.TRANCE (54 Active Pts; Type: ElSp, Mm)
  837.TRANSCENDANT HEALING (210 Active Pts; Type: ElFl, He)
  838.TRANSCENDANT SUMMONING (6-135 Active Pts; Type: Di, Su)
  839.TRANSFORM PLANT (35 Active Pts; Type: ElWo, Pm)
  840.TRIGGER MESSAGE (50 Active Pts; Type: Il, So)
  841.TRUE FORM (36 Active Pts; Type: Mm)
  842.TRUE SEEING (50 Active Pts; Type: Dv)
  843.TSESHARI’S SHADOW PUPPET (85 Active Pts; Type: Ar, Il)
  844.TSUNAMI (281 Active Pts; Type: Co, ElWa, Nm)
  845.TULSIT’S DISAPPEARING TEXT (90 Active Pts; Type: Ar, Il)
  846.TULSIT’S MISLEADING TEXT (34 Active Pts; Type: Ar, Il)
  847.TURN THE DARK ARTS (60 Active Pts; Type: Mm, Go)
  848.TURN TIDES (50 Active Pts; Type: ElWa, Nm)
  
  U
  849.ULTRASOUND (10 Active Pts; Type: Dv, So)
  850.ULTRATALK (20 Active Pts; Type: ElFl, Il, So)
  851.UNBELIEVABLE SOBRIETY (105 Active Pts; Type: En, Il)
  852.UNLIGHT (21 Active Pts; Type: Il, Da)
  853.UNSTOPPABLE DANCE (50 Active Pts; Type: En)
  854.UNWALL (67 Active Pts; Type: ElAi, So)
  
  V
  855.VALUE (10 Active Pts; Type: Ar, Dv)
  856.VIEW ALTERNATE TIME (40 Active Pts; Type: Dv, Ne, Ti)
  857.VIEW PERSONALITY (30 Active Pts; Type: Dv, En)
  858.VISIONS OF THE FOREST (87 Active Pts; Type: Dv, Pm)
  859.VENTRILOQUISM (9 Active Pts; Type: Il, So)
  860.VERIFY (45 Active Pts; Type: Dv, En)
  861.VERMIN SPY (52 Active Pts; Type: Am, Dv)
  862.VIPER BITE (105 Active Pts; Type: Am, Co, ElFl)
  863.VLAD’S BODY OF MIST (50 Active Pts; Type: ElAi, ElFl, Ne)
  864.VOID OF THE SENSES (38 Active Pts; Type: Cn, Da, Il)
  865.VORTEX OF MOTES (Co, ElEa, Fi)
  
  W
  866.WAIL OF THE BANSHEE (112 Active Pts; Type: Co, Ne)
  867.WAKE CHEST (70 Active Pts; Type: Ar, ElWa)
  868.WALK WITH HUMILITY (40 Active Pts; Type: Il, Go, Mm)
  869.WALKING CHEST (18 Active Pts; Type: Ar)
  870.WALL CLIMB (10 Active Pts; Type: Tr)
  871.WALL OF FIRE (72 Active Pts; Type: Co, ElFi)
  872.WALL OF FLAMES (49 Active Pts; Type: Co, ElFi)
  873.WALL OF GARBAGE (95 Active Pts; Type: Cn)
  874.WALL OF ICE (25 Active Pts; Type: Cn, ElWa, Ic)
  875.WALL OF THORNS (60 Active Pts; Type: Co, ElWo, Pm)
  876.WALLS (99 Active Pts; Type: Am, Co, ElAi, ElEa, ElFi, ElFl, ElMe, ElWo, 
  Pm)
  877.WAR FEVER (40 Active Pts; Type: Co, En)
  878.WARD MALEVOLENCE (60 Active Pts; Type: Cn, ElSp, En, Il)
  879.WARDBREAKER (52 Active Pts; Type: Co, Mm)
  880.WARMTH (20 Active Pts; Type: ElFi, Li)
  881.WARP (30 Active Pts; Type: Ar, ElEa, ElFl, ElMe, ElWo)
  882.WARPSPASM (80 Active Pts; Type: Co, ElFl)
  883.WARRIORS OF THE DARK WOOD (45 Active Pts; Type: Co, ElWo, Ne, Pm)
  884.WATER JET (61 Active Pts; Type: Co, ElWa)
  
  885.WATER SENSE (30 Active Pts; Type: Dv, ElWa)
  886.WATER SPOUT (150 Active Pts; Type: Co, ElWa, Nm)
  887.WAVE RIDER (10 Active Pts; Type: Am, ElFl, ElWa, Nm)
  888.WEAKEN (30 Active Pts; Type: Co, ElEa, ElFl, ElMe, ElWo)
  889.WEAKEN OBJECT (20 Active Pts; Type: Co, ElEa, ElFl, ElMe, ElWo)
  890.WEAKEN WILL (30 Active Pts; Type: Co, En)
  891.WEAKNESS (50 Active Pts; Type: Co, ElFl, Ti)
  892.WEATHER MANIPULATION (70 Active Pts; Type: ElAi, Nm)
  893.WEATHER VISION (10 Active Pts; Type: Dv, ElAi, Nm)
  894.WEB OF THE SPIDER (82 Active Pts; Type: Am)
  895.WEEDS (30 Active Pts; Type: Pm)
  896.WHISPERING WIND (25 Active Pts; Type: Dv, ElAi, Nm, Su)
  897.WIFF (50 Active Pts; Type: Cn, Il)
  898.WILL-O’-THE-WISP (35 Active Pts; Type: En, Il)
  899.WIND CONTROL (22 Active Pts; Type: ElAi, Nm)
  900.WIND MESSENGER (57 Active Pts; Type: Ar, ElAi, Nm, Su)
  901.WINGS OF THE BAT (35 Active Pts; Type: Am, ElFl)
  902.WINGS OF THE EAGLE (35 Active Pts; Type: Am, ElFl)
  903.WITHER (45 Active Pts; Type: Co, ElFl, Ne)
  904.WITHER LIMB (30 Active Pts; Type: Co, ElFl, Ne)
  905.WIZARD BANE (115 Active Pts; Type: Mm)
  
  906.WIZARD’S BREATH (10 Active Pts; Type: ElFl)
  907.WIZARD’S CIRCLE (58 Active Pts; Type: Mm)
  908.WIZARD’S LIGHT (20 Active Pts; Type: Li)
  909.WOOD SHAPING (35 Active Pts; Type: ElWo, Pm)
  910.WOOD SPEAK (55 Active Pts; Type: Dv, ElWo, Nm, Pm)
  911.WOOD’S GRASP (45 Active Pts; Type: Cn, ElWo, Nm, Pm)
  912.WOUND BANE (60 Active Pts; Type: Co, Ne)
  913.WRACK (90 Active Pts; Type: Co, En, Su)
  914.WRAITHFORM (40 Active Pts; Type: ElSp, Ne)
  915.WRATH OF THE GREEN WORLD (120 Active Pts; Type: Cn, ElWo, Pm)
  
  Z
  916.ZARASHA’S DIMINUTIVE CONFINEMENT (142 Active Pts; Type: ElFl)
  917.ZELKOR’S REGENERATION (30 Active Pts; Type: ElFl, He)
  918.ZOMBIE (45 Active Pts; Type: En, Ne)
  919.ZONE OF AVOIDANCE (224 Active Pts; Type: ElEa, Su)
  920.ZONE OF DELAY (60 active points; Type: Cn, ElFl, Ti)
  
SOURCE: textdata/thevault/Hero System/Hero System - Fantasy Hero System - Ultimate Grimoire.pdf