The caster summons a bolt of pure energy that flies toward a target, causing hits equal to the spell's Power on impact.Spell Casting: Strength
The caster creates an illusion that replaces any object. The illusion must be approximately the same shape as the object. The object, like the illusion, must not exceed a size of meters corresponding to the Power of the spell. The duration of the effect is 4W6 minutes.Spell Casting: Quickness
Within a radius of (10*Power) meters, the spell instantly cancels all illusions.Spell Casting: Logic
In the magician's field of vision, a glitter is created anywhere on an area 10*Power centimeters square. The glitter can take any shape and color. The glitter remains for PowerW6 minutes.Spell Casting: Quickness
The great illusion! Within a radius of Power*20 steps around the wizard, everything begins to deform. Familiar objects become strange artifacts, walls bend to impossible angles, and living creatures transform into other-like creatures. The zone of illusion remains in the place where it was created. The spell lasts (Power*2)W6 minutes.Spell Casting: Quickness
The magician creates a cloud of any odor, which spreads over an area of Power*50 step. The smell remains even after the spell is finished, but the spell is active for PowerW6 minutes. The cloud can only be controlled within the spell duration and is driven by the wind afterwards.Spell Casting: Quickness
The caster appears in a perfect form. All good features are highlighted. The caster receives the Power of the spell as a bonus to attractiveness for 5 minutes.Spell Casting: Quickness
The caster appears absolutely harmless for 5*Power minutes. Depending on the appearance, he appears like a frail old, sick man, a defenseless woman or similar.Spell Casting: Quickness
The caster is able to get ahead of effects that have taken place in a range of 15 steps in approx. Power*2 seconds. It is possible for him to catch a glass even though it shatters on the ground.Spell Casting: Willpower
The caster can detect the magical talent and alignment of a person in his field of vision. The observed person rolls a WillPower roll. If he achieves success according to the Power of the spell, his magical talent remains hidden.Spell Casting: Apprehension
The caster creates a protective wall around himself that offers protection to the caster according to the Power of the spell.
The wall can withstand Power*2 wounds. The protective wall can only be damaged by magical weapons or spells, in this way it can be worn down to 0 prematurely.
The wall remains Power combat rounds.Spell Casting: Charm
The caster's hand releases a flash of bright white light that strikes up to Power undead. These immediately shatter, leaving nothing but a smoking pile of bones. The spell only works on lower undead like zombies, skeletons, or lower vampires. To higher undead, such as higher vampires or were-creatures, it inflicts significant damage (Power*3 wounds).Spell Casting: Logic
The caster creates a Power*2 meter magic spell circle. No magic or magical action can be cast within this circle. Existing spells expire immediately, with the exception of the spell "Banish Magic".
The circle remains in place for 5 minutes.Spell Casting: Logic
The caster recognizes whether his counterpart is lying or not. Up to Power statements of the observed can be checked.Spell Casting: Apprehension
The caster creates a bright circle of light of Power*2 meters radius around him. The circle remains for 15 minutes.Spell Casting: Charm
The caster begins to run at a speed equal to that of light. To bystanders, he seems to vanish into thin air, but in reality he sprints at incredible speed, perceiving his surroundings as if he were merely running fast. It is possible for the caster to run over any walkable terrain, for example, he can cross an entire continent in the time of a blink of an eye. It is not possible for him to perform any other action while running.
The spell lasts for one second.Spell Casting: Deftness
The victim is blinded by glaring light and is completely disoriented and unable to act for Power rounds of combat. The victim takes a hit.Spell Casting: Strength
The caster lights up to Power*3 candles.Spell Casting: Charm
From the hands of the caster a glaring white wall of light emerges, which glides towards an undead. The undead flares up in flames and suffers unimaginable agonies (it is said that he goes through all the agonies of his victims at once). Apart from a pile of ashes, nothing remains of the higher undead. The wall of light has a width of about Power*3 meters, it is also possible to destroy several lower undead that are hit by the wall, but only one higher undead. Other higher undead that are next to the victim suffer Power*2 wounds.Spell Casting: Logic
The caster heals a person or animal for Power wounds.Spell Casting: Conscientiousness
The caster makes the victim believe that he is a good friend of his, even one of his best. He willingly tells him everything he would tell his best friend. After the spell is finished, the victim cannot explain why he did it.
The victim of the spell rolls on his willPower. If he achieves successes equal to the Power of the spell, the spell has failed and the victim has knowledge of the enchantment attempt.Spell Casting: Willpower
The caster banishes up to Power ghostly creatures that are in a defined area (house/temple/forest). He must at least mentally fix the ghosts.
The ghosts roll dice according to their remaining wounds. If they achieve as many successes as the Power of the spell, they remain unaffected by the spell.Spell Casting: Logic
The caster appears before the bystanders as a fearsome magician. Lightning flashes around him and wind swells his clothes. Anyone intending to approach the caster must pass a WillPower roll with Power successes.Spell Casting: Quickness
The caster summons an alp, a spirit creature that haunts its victims in their sleep. The alp has no shape, and can change places at will and without loss of time. The spirit is not under the control of the caster. If the alp is to perform a service, a successful charm roll is required. If this fails, the alp will disappear as soon as possible.Spell Casting: Charm
The caster can make the victim carry out a command of the caster.
The command transmitted by the caster manifests itself as a "fixed idea" in the mind of the controlled. During the duration of the spell, this idea keeps entering the mind of the victim, as long as the victim does not give in to it, and sometimes it can even disturb his concentration on other things.
The caster can make the controlled do things that are not immediately life-threatening to him or go against his innermost principles. For example, a mage cannot be made to burn valuable books, but a paid henchman can be made to betray his master, or a mercenary to change sides in battle.
The spell lasts for Power minutes. Once a minute, the victim casts on his willPower. If it achieves less than the Power of the spell, it is convinced of the fixed idea and performs it.Spell Casting: Willpower
The mage makes dark thorns sprout from the ground on a previously targeted Power*2 meter round area. Everyone who is in this field receives Power wounds per combat round.Spell Casting: Charm
The victim rears up while a torrent of blood seeps out of his body through all pores at lightning speed. The victim takes one wound per combat round, and the spell lasts for Power combat rounds.
At the end of the combat round, the victim rolls on his strength. If it reaches as many successes as the spell has Power, the spell ends immediately.Spell Casting: Deftness
The mage can translocate at will within a radius of Power*3 meters. During translocation, a dark shadow appears to glide across the ground.Spell Casting: Willpower
As long as the enchanted person remains in the shadow, he is difficult to make out. He can then only be recognized as a deeper shadow within the shadow itself.
When he stands still, he will only be spotted by those who specifically look for him and look directly at him. For this, Power successes must be achieved on a Perception roll.
If the enchanted person moves slowly, the number of successes to be achieved is halved, while fast movements can be seen without difficulty.
The spell lasts for Power minutes.Spell Casting: Attractiveness
At a distance of no more than 10 meters a blazing fire is created that causes one wound per combat round on an area of Power meters squared. The fire is not magical and burns until it consumes its food, without combustible material Power combat rounds.Spell Casting: Strength
The caster creates a small ice shard in his hand, which flies towards the victim at a fast speed, hitting him in a place of free skin. The shard penetrates deep into the skin, but then melts immediately, leaving not even a wound.
After a minute, the hit part of the body cools down so much that the victim can hardly use it. There is also no feeling left in the corresponding body part. The victim does not take any damage, all actions with the body part reduce the skill/attribute values by half.
The effect lasts Power*2 minutes.Spell Casting: Deftness
Once the sun has set, the enchanted person barely makes a sound when walking (the Stealth skill is increased by the Power of the spell) and can see in the dark as if it were daytime.
The spell lasts for one night.Spell Casting: Attractiveness
All living plants within Power*5 meters of the caster perish under the caster's breath and weather into a dead, black mass. This also affects magically created plants.Spell Casting: Deftness
The caster summons the appearance of a lesser demon into the world. The servant appears within the next 3d6 minutes. No binding takes place, the creature has its own will. For Power*10 minutes the demon remains in the world.Spell Casting: Charm
The caster whispers something in the ear of the first victim.
The victim is infused with hatred and feels the desire to carry the spell further by targeting more victims up to Power. Thus, the hatred builds up more and more.Spell Casting: Willpower
The victim feels cruel images of distorted worlds, which he perceives as a vision. More and more, however, it seems to him as reality. If a WillPower roll fails, the victim is in danger of going insane for a short time.
The spell lasts for Power minutes.Spell Casting: Attractiveness
In a circle of Power meters in diameter, Power tentacle-like black tongues grow out of the ground, holding creatures of any kind. Touching the tentacles decreases the held's arcana value by one point per combat round. Physical damage does not occur. The tentacles have 3 possible wounds. If they are not destroyed, they remain indefinitely.Spell Casting: Charm
The caster is able to predict the weather for the next Power days. If the Power of the spell is above 3, he can always predict the weather changes with exact time, otherwise he only knows how the weather will develop.Spell Casting: Apprehension
The caster summons all birds within a radius of Power*100 meters, who believe that there is a large amount of their favorite food at the desired location. The caster cannot control the birds, but a trained observer is able to recognize the individual bird species.Spell Casting: Charm
The animal fully trusts the caster. For Power*5 minutes, the animal is considered a familiar. The animal may be a natural creature the size of a wolf. The animal must not be hostile to the caster for this spell.Spell Casting: Willpower
The caster goes to the natural habitat of an animal (e.g. a stream or a tree) and stays there for 5 minutes. During this time he directs his thoughts to the animal he is looking for.
The caster tracks down the exact location of the animal. He knows at that moment where the animal is.Spell Casting: Apprehension
The caster is able to walk on hands and feet on smooth walls and even ceilings or overhangs.
In addition, he can safely jump down from heights up to Power*3 meters and land on his feet unharmed. However, he needs free hands to catch himself with. He can keep his shoes and gloves on for this.
The effect lasts for Power minutes.Spell Casting: Deftness
The caster summons a group of a desired animal species from up to Power kilometers around. The animals behave like the caster's familiars for the duration of the spell.
When the spell expires, the caster casts on Charm. If the roll fails, the animals turn on the caster or his companions.
The caster can call up to Power D6 animals the size of a wolf.Spell Casting: Charm
The water that the caster touches, starting from the caster's hand, becomes so pure that it can be drunk. The final cost depends on the purity of the water before the spell is cast. The game master decides on this. The caster can purify up to Power buckets of water.Spell Casting: Deftness
The caster throws a burning piece of cloth on the ground.
A dense smoke emanates from the burning piece of cloth as soon as it hits the ground. The smoke is driven by the wind and cannot be controlled. Enough eye-burning smoke is created to form a cloud of Power*10 meters around the caster.Spell Casting: Charm
The caster marks the animal so that he knows the direction in which the animal is for the entire period of the spell. The spell lasts Power days. The caster is able to determine the distance of the animal.Spell Casting: Apprehension
The caster slides an object he wants to hide into a plant.
The object enters the plant without damaging it. To release the item from the plant, the caster must cast the spell again. The item can remain in the plant for Power moons, after which it will be ejected from it.Spell Casting: Deftness
The caster heals Power wounds on the wounded. It also heals broken bones and closes wounds.Spell Casting: Conscientiousness
The caster can clearly and accurately see everything up to a distance of Power kilometers for one hour, unless fog or smoke obstruct his vision. Attacks with ranged weapons gain an additional hit die.Spell Casting: Attractiveness
The caster taps into the life energy of a being, using a blood crystal to establish a connection with his victim. The victim must have a wound through which the caster can make the connection. He spins a thread of blood from his blood crystal to the wound of the victim.
The target suffers Power wounds and the caster is healed by the same number.Spell Casting: Strength
The caster takes Power wounds. The target is healed by the same number.Spell Casting: Conscientiousness
The caster enters a meditative state and focuses on harmful substances in his blood, such as diseases and poisons. He collects these in a certain place of his body and then lets them out through a cut.
For each disease and poison he wishes to cure, the caster takes a wound. This number is reduced by the Power of the spell.Spell Casting: Conscientiousness
The caster summons an arrow-like projectile from his blood, which he hurls at the opponent at high speed.
The caster takes a wound. The victim suffers Power wounds.Spell Casting: Strength
The caster affects the blood circulation of his victim and can cause numbness and paralysis of certain parts of the body.
After Power combat rounds, the caster must spend one arcana or wound to maintain the effect.Spell Casting: Willpower
The caster awakens up to Power corpses within a radius of 10 meters. The zombies follow his command and stay alive for up to Power minutes.Spell Casting: Charm
The caster decays to fine dust and can travel at 10 kilometers / hour in this form. Maximum he can keep in this form Power hours.Spell Casting: Deftness
If a corpse (animal corpses also count, as long as they are at least the size of a mouse) is buried in the ground within a Power*10 meter radius, the caster is allowed to ask a directional question: "Which way is Meridian?" "The last rider to pass this ground, where did he ride?"Spell Casting: Apprehension
The caster places his thumb and forefinger in the eyes of the dead person and closes his eyes.
The caster looks backward from the time of death into the dead person's past. In doing so, he sees everything that the dead person saw out of his eyes. The images appear more blurred the further the gaze goes into the dead person's past. The caster sees at most the last Power days before death.Spell Casting: Apprehension
The caster creates an undead hybrid being from different skeletons. The creature is capable of performing uncontrolled actions. It can wield weapons with a skill value of Power*2. The creature gains all the ability of the former creatures.
The creature remains Power*3 combat rounds.Spell Casting: Deftness
The caster creates a death sword out of thin air. The sword has a penetration of 1 and a bonus die in melee.
Each wound caused, the sword absorbs. For each wound absorbed, the sword causes one bonus wound per attack. If the absorbed wounds reach Power+1, the sword disintegrates and the spell ends.Spell Casting: Charm
The caster lets out a cruel death cry, which makes all those present within a radius of 10 meters, who did not cover their ears, become incapacitated for one combat round. Each victim makes a roll on his willPower. If it does not succeed according to the Power of the spell, the victim flees in panic.Spell Casting: Quickness
Within Power*3 meters of the caster, all dead rise from the ground, and are under the control of the caster. The dead are able to perform uncontrolled actions and remain alive for Power hours.Spell Casting: Charm
Power Skeletons rise from the ground, armed with bone swords (penetration 0). They can fight with the caster's skill. They have 4 possible wounds and stay for Power*3 combat rounds.Spell Casting: Charm
The victim suffers incredible pain, believing his bones would burst. If the victim fails a WillPower roll, the effect causes the victim to collapse on the ground, unable to act, for Power combat rounds.Spell Casting: Willpower
All living plants within Power*3 meters perish under the caster's breath and weather into a dead, black mass. This also affects magically created plants.Spell Casting: Deftness
A bone whip about 3 meters long forms from the caster's arm, which can be wielded by the caster as a weapon. The range of the whip is 3 meters, it has a penetration of 0 and causes a bonus wound.
The whip lasts up to Power*3 combat rounds.Spell Casting: Charm
The caster throws bone splinters at the opponent and summons the Wrath of Bones. The splinters cause Power+1 wounds to the opponent.Spell Casting: Strength
The caster begins to slowly blur and become more indistinct after the preparation time of 30 seconds. This process lasts another 30 seconds, but during this time the caster is no longer vulnerable. If someone tries to touch the caster during this time, his hand will penetrate a cold, dense mass.
The caster can be transported a maximum of Power kilometers. His body appears at the destination without actually traveling the distance. At the destination, again, it takes 30 seconds for the body to appear completely.Spell Casting: Willpower
The caster creates a magical protective aura around him. The aura radiates from him and can be seen through magical actions. It is impenetrable to all forms of magic, which includes magical attacks or transformations. The protective aura can absorb Power*2 wounds before it collapses. The spell can be maintained for a maximum of 3 minutes.Spell Casting: Charm
The victim feels a feeling chosen by the caster. This is a concrete feeling, such as "pride in something". The feeling lasts for Power minutes.Spell Casting: Willpower
The magician appears to his surroundings as nothing in the truest sense of the word. No attention is paid to him, people bump into him on the street, but do not care. Even if he addresses someone, he is ignored. If he manages to attract someone's attention, they immediately forget about him as soon as he withdraws from them.
This spell is not a transformation of the caster, but a mass hypnosis. As a result, the caster cannot be detected even by clairvoyance spells like Recognize Life. His aura is just as visible as ever, but no attention is paid to it.
Someone who specifically searches for the caster is entitled to a Perception check in order to discover him nevertheless. If this is done with Power successes, the hypnosis effect falls off the seeker and he can perceive the caster normally again.
The caster must succeed in a test of willPower to avoid falling into a deep depression.Spell Casting: Willpower
This spell allows the caster to manipulate his victim's memories of an event that occurred in the last Power hours. For 20 minutes, the victim forgets to perform a task specified by the caster and related to the event in question (for example, alerting the guards). If he is reminded of the task by anything or anyone, the spell immediately falls off him.
The victim may make a WillPower roll. If he succeeds according to the Power of the spell, it is not manipulated.Spell Casting: Willpower
The caster is able to open locked, non-magical objects such as doors, chests or other locks.
In addition to normally locked locks, the caster is able to open magically locked locks with a seal of the Power of the spell.Spell Casting: Deftness
The caster is able to perform a brief analysis of a spell that has been cast or is in the process of being cast. The caster recognizes the school of magic, essence of the spell (whether healing, damage, type of element, duration, etc.) and a rough estimate of the strength of the spell.Spell Casting: Apprehension
The caster gestures to drink a glass of wine. As he does so, he murmurs the name of the spell.
Up to Power victims of the spell instantly experience a drunken stupor that causes them to stagger and makes any normal action difficult. the minimum roll for all rolls is increased by 2. The spell's effect lasts a maximum of Power*10 minutes.
Each victim of the spell may make a WillPower roll. If the roll reaches successes equal to the Power of the spell, it resists the spell.Spell Casting: Willpower
The caster can temporarily increase a Persona Attribute, Combat Skill (Shooting, Hand to Hand Combat, or Throwing), or Evasion to extreme levels for a difficult task. The chosen value increases by Power*2 points for a period of Power minutes.Spell Casting: Willpower
The victim freezes on the spot for Power combat rounds. It is fully conscious and all senses function as usual. At the beginning of each combat round, a willPower roll is possible, with successes equal to the Power of the spell. If the roll succeeds, the paralysis lapses.Spell Casting: Deftness
The caster creates a momentary spontaneous portal under himself, into which he is immediately sucked. He creates another portal at a location that is at most Power*10 steps away from his current position.
Without any delay he appears at the desired destination.Spell Casting: Charm
The enchanted man falls into an uncontrollable bloodlust. His mental abilities have atrophied to the point that he can barely tell friend from foe. His combat stats (shooting, hand to hand combat, and throwing) each increase by Power points. Education, Logic, and Deftness decrease by one point. The enchanted feels no pain or exhaustion, only an uncontrollable desire to fight. After the spell falls from him, he collapses unconscious.Spell Casting: Willpower
The victim of the enchantment is trapped in the place where it is for Power combat rounds. It is able to act normally and can also attack, but cannot move from the spot.Spell Casting: Attractiveness
The victim is tormented by a very realistic vision of his death, the manner of death can be determined by the caster. The vision includes dying, the rotting of the flesh and the decay of the bones to dust. The victim does not take any physical harm from the spell, though there is a possibility that he may be traumatized by the death vision. For the duration of the spell, the victim is barely capable of any meaningful action.
The victim can attempt to abort the spell with a willPower check. This requires as many successes as the spell has Power.
The spell lasts until the willPower check is successful.Spell Casting: Apprehension
The caster draws a pentagram in the ground and concentrates on the animal spirit.
At the moment the ritual is finished, the animal spirit appears in the place of the pentagram. The animal spirit performs Power simple services for its master. The services must be simple and involve only one action, e.g. a ride that begins with mounting and ends with dismounting, or help in a fight against an opponent. The values of the animal spirit correspond to those of the normal animal.Spell Casting: Charm
The caster places an object of the dead in front of him, closes his eyes and concentrates on the object and the realm of the dead.
The caster goes into a light trance, his voice changes and resembles that of the dead, the more personal the object is and the more the caster knows about the dead. The caster can ask Power questions to the dead, which will be answered with yes/no to. The dead the must answer also before his death could have given.Spell Casting: Apprehension
The caster invokes the protection of the spirits. The protection of Power people increases by 2 for 3 combat rounds, the Resistance value increases by 3.Spell Casting: Logic
The caster can ask Power questions to the spirit world, which will be answered if the spirits are willing. The questions must allow a simple yes/no answer.Spell Casting: Apprehension
The caster creates Power living armors. The armors can perform simple defense and attack missions. They have 4 possible wounds and wield swords with a penetration of 0 and 3+Power dice.Spell Casting: Charm
The moment the ritual is finished, the caster binds a simple spirit into a dead body, which controls the body and performs simple commands. The movements are slow, and since only normal movements are available to it, the body should be chosen prudently beforehand. A doll or corpse can walk, a ball can roll but cannot climb stairs, for example.
The caster can take direct control of the body as if he were inside it. However, this costs 1 arcana per Power*5 minutes, and any damage the body suffers, the caster's body suffers as well.
The spell ends after one hour.Spell Casting: Charm
The moment the caster touches his target, a terrible cold spreads from the place of the touch, causing one wound per combat round. The caster can cancel the spell at any time, but if it is not canceled, it ends when the target is completely cooled and dead.
The victim rolls a Resistance roll at the beginning of each combat round before taking damage. If the roll succeeds with at least Power, the spell ends and no more damage is done.Spell Casting: Strength
The caster chooses up to Power spirits or beings ruled by spirits. The spirits are banished and leave their earthly existence.Spell Casting: Logic
The moment the ritual is completed, the caster binds a simple spirit into the chosen object, which performs a simple action on the object.
Unlike the Animate Weapon ritual, the basic idea of this ritual is rather peaceful, so the most common uses of this ritual are to make crystal balls swirl glowing mist, or to make candlesticks light the candles as soon as the room is entered.
In the ritual, the caster must determine who and how the trigger is. For some things, like the mentioned crystal balls, it makes sense if this is only a certain touch of the user, for the mentioned candlestick rather everyone who comes within a certain range around the candlestick.
The object remains animated up to Power hours.Spell Casting: Charm
The caster rubs his hand with bone dust, draws a pentagram in the air and concentrates on the spirit.
At the moment the ritual is finished, the service spirit appears in the place of the pentagram. The service spirit performs a simple service for its master, the service can consist of max Power things. The service spirit is not able to directly harm a living being or object. Examples of services include delivering very short messages (max Power words to one person, or 1 word to a total of Power people), notifying the caster when one of Power certain events occurs, or even gathering Power apples.Spell Casting: Charm
The caster draws a pentagram on the target's forehead and concentrates on the spirit and the target.
In this ritual, the caster allows a spirit to enter the target's body. The spirit can be a service spirit, a free spirit or the spirit of the caster. In the latter case, the caster's body slumps, does not react, breathes slowly and stares into the void when his eyes are opened. The target is Power*10 minutes under the control of the spirit driven into it, which can control the entire body (run, punch, fight, speak, etc.).
Should the target's body die during the possession, the spirit abruptly disappears from the body and returns to its sphere. If the target's body dies while the caster is in it, the caster's spirit returns to its original body and the caster is unconscious for 3W6 minutes.Spell Casting: Willpower
The caster forms an incantation circle around the weapon to be animated.
At the moment the ritual is finished, the caster binds a spirit to the anointed weapon. This spirit inflicts additional Power wounds on the victim, in addition to the weapon's usual wounds. The weapon is considered a magical weapon, but can only be used by the caster. Anyone else who attempts to use the weapon will themselves be attacked by the spirit. The appearance of the ghost can be freely determined by the caster.Spell Casting: Charm
The caster creates unnaturally fast growth of plants. Within a radius of max Power meters, natural and unnatural plants are created that can burrow through the ground, penetrate walls, and burst steel. The plant growth persists for a day, after which the plants decay into a stinking something.
The caster cannot control the growth of the plants.Spell Casting: Charm
Power*3 earthen splinters form in the palm of the caster's hand, and fly towards the target at high speed. Within up to 45°, the splinters cause a total of Strength*3 wounds, and cause great structural damage to solid objects. If living creatures are hit, the gamemaster distributes the damage among the victims.Spell Casting: Strength
The caster blurs against the background. Only a slight flicker in the air reveals the presence of an object at the spot. If the caster moves, the visual shield moves as well. Detecting the unusual glimmer requires a Perception roll, which achieves successes according to the Power of the spell.Spell Casting: Charm
On an area of PowerW6 square meters at a distance of 2 steps, the ground liquefies. After Power minutes, the ground solidifies again within three seconds.Spell Casting: Deftness
For Power combat rounds, the caster's breath is a foul, demonic surge which has a range of 2 meters and inflicts one wound per combat round to anyone within the cloud.Spell Casting: Charm
From the ground around the caster, as he raises his arms, a dense fog rises, obstructing vision and muffling sounds. The cloud of mist has a diameter of Power*3 meters and a height of about 3 meters. The higher the Power of the spell, the denser the fog cloud. The cloud is stationary and forms around the caster as the center.
The fog acts as an extension of the caster's senses through the magical connection to him. As long as he remains in the fog himself, he can instinctively perceive all movements within the cloud and better hear all sounds within it (Perception + 2).
Rumor has it that loud, manic laughter while summoning the fog increases its later, threatening effect. However, this can almost certainly be dismissed to the realm of myths and legends.
The fog cloud persists for Power minutes.Spell Casting: Charm
To the enchanter and the other spectators, nature shows itself in all its grace, beauty and perfection. A perfect landscape reveals itself to them: The trees shine in their most beautiful colors and sway rhythmically to the pleasant whisper of the wind. Water casts magnificent plays of waves, over which fish leap symmetrically. The nature play is different in its expression every time and of course also dependent on the attitude of the spellcaster.
The spell lasts Power minutes.Spell Casting: Attractiveness
Shortly after the invocation, a magical mist manifests directly above the caster, emitting lightning and creating a magical tension. The storm grows at a rate of one meter per combat round to a size of Power*5 meters, and can be controlled by the caster.
In the magical storm, each magic adept suffers one wound per combat round. In addition, no spellcaster is able to perform a magical action in the storm. Those not skilled in magic do not suffer any limitations.
The storm can be controlled at a speed of two meters per second. This control requires the caster to remain focused on the spell, which is not otherwise necessary.Spell Casting: Charm
The caster completely undresses and lies face down in flowing water, which is so large that the caster is completely submerged in it. There he lets himself drift.
During the whole time of floating, the caster draws life energy from the river, and heals Power wounds in an hour. During this time he can not and does not have to breathe, and not perceive his environment.Spell Casting: Conscientiousness
The caster can turn a diamond or gemstone of any size into a glowing piece of coal. The piece is equal to the size of the diamond and remains glowing for 1 hour. In the process, it is so hot that it ignites combustible materials. The purer the gemstone is, the hotter the piece of coal glows. An amber is not enough to ignite anything with the coal.Spell Casting: Deftness
A fresh breeze makes an encouraging and fresh breeze appear. In moments of hopelessness, the spell is the right thing to increase the enterprise of companions.
The wind sweeps across the land for about a minute within a radius of 100 meters, filling everyone it touches with new courage and freshness. Anyone within the radius heals Power wounds and receives a bonus of Power points to their bravery for the next two hours.Spell Casting: Charm
Der Begabte hat auf eine Pflanze oder ein Lebewesen zu spucken.
Solange das Opfer vom Speichel benetzt ist, fault das Fleisch oder die Pflanze immer weiter. Solange das Fleisch fault, verursacht der Zauber kumulativ eine Wunde in jeder 3. Kampfrunde. Endet der Zauber, so fault das Opfer nicht mehr weiter, verdorbenes Fleisch ist jedoch für immer verloren.
Der Zauber endet wenn der Speichel abgewaschen wurde oder nach Stärke Wunden.Spell Casting: Strength
The caster kneels on the ground, fixes the target with his gaze and slams the fingers of one hand into the ground.
Tendrils sprout from the fingers of the caster with breathtaking speed, growing under the surface of the earth towards the opponent. Under the ground, the tendrils move at a speed of 3 meters per combat round. As soon as the tendrils are under the opponent, they grow to the surface and entwine his legs, so that he can neither run nor fight without restrictions. His combat skills (hand to hand combat, shooting, throwing) are reduced by Power.Spell Casting: Charm
The caster causes ivy tendrils to grow from the ground, entwining themselves around his entire body and detaching from the ground after growth, allowing the caster to move freely. The tendrils give the caster a protection of Power with a dodge value of -1. They decay into a withered heap after one hour. Until then, the tendrils give a bonus to stealth depending on the environment.Spell Casting: Charm
The caster places five amber crystals in the shape of a pentagram at the place where the amber portal is to be created and concentrates on the destination. Then, for one minute, he imagines a tunnel that will take him to this place.
The portal remains Power hours and can transport Power*2 people or animals.
At the location of the amber pentagram, an ivy plant begins to grow in a circle and form a vortex. The vortex forms a maw in the center which leads through a portal to a location known to the caster at a distance of 20 miles. When the caster enters the portal, he immediately appears on the other side at the destination.Spell Casting: Deftness
The caster takes one of his eyes out of the eye socket with two fingers and holds it on the flat of his hand.
The eye gets black outgrowths in the form of tentacles and wings and starts to fly by itself. It moves with the speed of 10 meters per second and has Power maximum wounds. If the eye is not back when the spell expires, it falls to the ground. In this case, the caster can retrieve and use it within half an hour.
If the eye is destroyed or lost, it withers and grows back only after 2D6 days. In this case, it causes 2 wounds to the caster once.
The spell lasts for Power*5 minutes.Spell Casting: Deftness
The caster crouches down and cuts his flesh with a ritual dagger so that blood drips onto the floor. He closes his eyes and imagines the growth.
The form he imagines grows out of the caster's body. The surface and the appearance are based on the appearance of the archdemon or his servants who are attached to him. The caster can thus create a body part of almost any shape, which can be moved almost at will. The body part can have a length of Power meters.Spell Casting: Deftness
The caster leads an attack with a stone weapon. Usually a ritual dagger is used.
If the attack is successful, the weapon melts into two tentacle-like outgrowths of liquid stone in the victim's body. The damage of the weapon gets Power bonus wounds, but it also takes 2 actions to pull the weapon out again (the outgrowths are already gone when you pull them out).Spell Casting: Strength
At any point within range, a maw Power meters in diameter and Power meters deep opens up.Spell Casting: Charm
The caster touches the wound of the target. He strokes it and speaks the name of the patron.
The wound of the target closes completely. Any damage associated with the wound is erased. The wound closes with new flesh, and the wounded person immediately feels as if reborn. The new flesh that is created, however, is demonic in nature. It is an indefinable substance that naturally combines with human flesh. No one can say how the new flesh will behave in the future, whether it will be accepted by the body, or whether completely unexpected effects will occur.
The spell heals Power*2 wounds.Spell Casting: Conscientiousness
The caster creates a hiding place by creating a bubble in the demon world into which he and Power*2 other characters are translocated. The bubble is created somewhere in the demon world, is transparent, and allows odor but nothing else to pass through. After the spell is completed, the characters in the bubble are translocated back.
The globe persists for 20 minutes.Spell Casting: Deftness
The vision of the caster changes, and he perceives the world with the vision of a demon. He recognizes all occurrences of demonic origin clearly and luminously even through walls, but is also limited to some extent by the distortion of the sight. In addition, the caster can accurately detect magical activity in his field of vision.
The spell lasts Power rounds.Spell Casting: Apprehension
Foul-smelling slime, blood, and filth are flung from the caster's mouth. Anyone who comes into contact with the substances is completely consumed by an unnatural disgust for a time of Power*2 rounds and is given the condition Shocked 2.
After the effect time, the slime remains.Spell Casting: Strength
At a point within reach, a barrier of grown crystals is formed, which is quite hard and therefore difficult to overcome. The crystals look like rock crystals, which grow out of the ground like normal crystals. The crystal barrier can have a maximum depth of Power cm and a width of Power meters. It takes about Power*5 rounds to punch through the barrier.Spell Casting: Charm
After about 20 minutes the eyes of the caster begin to dull and he sees both day and night. Bright light does not blind the caster. However, in complete darkness, the caster cannot see. The spell lasts Power hours.Spell Casting: Attractiveness
A bright star shows the caster the way to his intended destination.Spell Casting: Apprehension
You call on you favored element and channel your magical Power in your melee weapon to enchant it with its Power. On a successfull cast your weapon can ignore armor. Your weapon deals Power extra damage on your next two weapon attacksSpell Casting: Deftness
You enchant one of your arrows with the element of wind. On a successfull cast your weapon can ignore armor. Your arrow impacts the enemy with such force that he needs Power checks equal to the Power of your spell or be knocked proneSpell Casting: Deftness
You connect your mind to an animials mind in range to compell it to be your ally. The animal needs successes on its willPower equal to the Power of the spell or be your companion for the next 8 hours. If the animal is hostile to you the this counts as a difficult check. If you cast the spell again within its duration on the same target the check for the target is regarded as a difficult check and on a fail the duration extends for 8 hoursSpell Casting: Attractiveness
Der Zaubernde verbraucht all sein Arkana und wird zu dem Fokuspunkt eines tossenden Sturms. Für 3w6 Runden + Verbrauchtes Arkana erleiden alle Feindlichen Kreaturen Elektrischen Schaden in Höher der Basis Stärke des Zaubers. Alle Kreaturen im Einflussbereich müssen pro Runde eine Athletik Probe mit 2 erfolgen bestehen oder werden vom Tossenden Wind zu Boden geworfen (Prone)Spell Casting: Charm
Der Zaubernde beschwört ein Scheinbild einer Kreatur welche täuschen echt wirkt. Das Scheinbild bleibt für Zaubernerfolge Runden bestehen. Ein erfolgreicher Wurf auf Aufassungsgabe gegen die Zauberstärke erlaubt es dies als Ilussion zu erkennen.Spell Casting: Quickness
Der Zauberne bricht das Licht um sich und lässt sein Form verschwimmen. Für Zauberstärke Runden sind Angriffe gegen ihn erschwert.Spell Casting: Deftness
Der Zaubernde Hüllt sich oder eine andere Kreatur in einen Mantel aus Reflektierenden Licht so das seine Form nicht Wahrnehmbar ist. Für die dauer des Zaubers bekommt das Ziel +Zaubererfolge auf HeimlichkeitSpell Casting: Deftness
Der Zaubernde beschwört die essenz eins Sturmes in seiner Hand welche er als eine Blitz auf eine Kreatur schleudern kann. Für jeden Stärkepunkt den der Zaubernde für den Zauber aufwendet springt der Blitz 1 Kreatur weiter. Der Schadenswurf wird hierbei erneut gewürfelt jedoch steigt die erschwerung um jeweils +1Spell Casting: Strength
Der Zaubernde Schwingen aus Wind welche ihn oder eine andere Kreatur durch die Lüfte tragen. Für Zauberstärke Runden kann die Verzauberte Kreature Fliegen. Der Wurf für diesen Zauber ist um 1 erschwert.Spell Casting: Deftness
Der Zaubernde konzentriert sich und wirbelt Staub, Erde oder Sand in seiner Sichtweite auf. Es bildet sich ein kleiner Sandsturm von 2 Schritt Höhe und 2 Schritt Breite für 1d4 Runden. Wesenheiten im Zentrum des Sandsturms müssen eine Wahrnehmungsprobe ablegen und brauchen mindestens soviele Erfolge wie die Stärke (Anzahl der Erfolge plus Stärke). Ansonsten sind sie für die Zeit des Zaubers blind mit allen Mali auf Blindheit.Spell Casting: Deftness
ZauberregelnSpell Casting: Logic
Der Zauberne beschwört für Zaubererfolge Runden eine Kreature aus purer Elementarer Energie welcher ihn im Kampf Unterstützen kann.Spell Casting: Charm
Du beschwörst einen Doppelgänger von dir selbst welcher dir für Erfolge Kampfrunden einen +2 Bonus auf Ausweichen gibt.Spell Casting: Quickness
Der Zaubernde spricht die Worte Þat mælti mín móðir, at mér skyldi kaupa fley ok fagrar árar.
Der Zaubernde verzaubert sich oder eine Persion die er berühren kann.
Der Verzauberte ist für Zauberstärke * 2 Minuten in der Lage unter Wasser zu atmen. Nachdem der Zauber endet muss der Verzauberte etwas in seiner natürlichen Sprache sagen, damit er wieder Luft atmen kann.Spell Casting: Deftness