Spell Book

Spell Book

Dispell
Destructibo Arcanite: Magic Powers, Hide Away!
Draws all astral energy from a magic artifact, thus turning it into a mundane non magical item.
Domination Dispell
Removes a "Domination" enchantment.
Gardianum Paradee: From Magic Harm Thou Protect Me
Conjures up a protective dome resistant against a great number of magical attacks (such as Fulminictus or demon attacks).
Illusions Be Gone!
Dispells all illusions in a small area. Can be used against Duplication
Transformation Dispell
Removes a "Transformation" enchantment.
Domination
Astral Theft
Withdraws astral points from the spell’s target and allows the caster to use these to power a spell.
Ball and Chain
Keeps the spells target from wandering away.
Bambaladam: Your Friend I Am
The spell’s target thinks the caster is a friend. In combat, this means an end to all attacks on him or her.
Confusion
This spell results in its target being quite confused, reducing his or effectiveness in combat.
Dance!
Forces the target to dance until exhausted.
Evil Eye
Turns an Opponent against his or her own companions in combat. Character must be one square away to cast.
Great Need
Causes an overwhelming unspecified desire in the spell’s target causing him or her to ignore anything else.
Horriphobus Deadly Fear: All You See And All You Hear
Causes a blind panic in the caster’s opponent. In combat it causes him or her to run away.
Master of Animals
Same effect as Bambaladam, but only on animals.
Meekness
Allows the caster to tame wild animals.
Respondami Veritu: Tell Me Now And Tell Me True
Forces the target to speak the truth.
Somnigravis Thousand Sheep: So Fall Down, Be Fast Asleep.
Lets the target fall asleep. Can be used in combat.
Clairvoyance
Analyze All Arcane Things: Tell Me What Their Nature Brings
Allows the caster to analyze the nature of a magical artifact.
Attributes Revealed Be: Thy Self Reveal To Me.
Reveals an opponent’s combat values.
Eagle’s Eye and Lynx’s Ear: Sharpened Senses Tell Me Clear
Raises the perception value by 7 points.
Exposami Creatures Rife: Show to Me the Tracks of Life
Reveals the presence of living beings nearby.
Odem Arcanum Sensum Such: Do I Sense the Magic Touch?
Shows whether an item or person has a magical aura.
Penetrating Wood and Stone: Through The Walls I Look Alone.
Allows the caster’s gaze to penetrate solid walls. This reveals a larger area on the map.
Sensibar Clear and Well: All Feelings I Can Tell
Allows the caster to read an opponent’s feelings.
Combat Spells
Accurate Eye and Hand That’s True - To The Target, Strike it Do
Forms a magic line from the bow to its target, guiding the arrow and helping it hit the spot it is aimed for.
Ecliptifactus Darkness Might: Fighting Comrade From The Night
The caster`s shadow turns substantial and fights at his or her side.
Fulminictus Thunderbolt: Hit My Foe and Kill Him
A magic lightning strike causing tremendous damage.
Ignifaxus Lance of Fire
Although much is unknown about this spell and its origins, witnesses say it conjures a lance of fire that burns the opponent targeted.
Iron Rust and Rotted Wood: The Teeth of Time Do Blades No Good
Makes an opponent’s weapon rot away. The caster has to touch it first, though.
Lightning Find Thee: Lightning Blind Thee
Blinds an opponent with a harsh, blinding magic light making the opponent unable to attack or parry.
Plumbumbarum Brachadead: Arms and Armament Be as Lead
The arms of the caster’s opponent turn heavy as lead making attacks and parries difficult.
Terror Broom
Lets a witch’s broom or warlock’s staff move and attack by itself.
Terror Power, Terror Might: Hit the Foe as None Can
Pushes the spell’s target into a berserker-like rage allowing him or her to do more damage to the opposition.
Communication
Necropathia Putrid Head: Tell Me from among the Dead
Allows the caster to contact the spirits of the deceased.
Witch’s Eye
This spell allows warlocks and witches to recognize each other by looking at their eyes.
Demonology
Banish Spirits
Banishes ghosts and spirits, removing the magical energy that allows their presence.
Blood and Furor, Deadly Fate: In This Combat, Be My Aide
Conjures up a lower demon.
Conjure Spirits
Conjures up ghosts and spirits.
Heptagon and Eye of Toad: Horned-Head Demons, Cross The Moat
Conjures up a horned (i.e. high) demon.
Skeletarius Air of Doom: Rise up Now from Grave and Tomb
Allows the caster to turn killed opponents to undead doing his bidding in combat.
Summon Crows
Conjures up a flock of crows that attack the casters opponents.
Elemental
Conjure Elemental
Conjures up an elemental to fight for the party.
Nihilatio Gravity: Of All Things Heavy I’ll Be Free
Nullifies gravity for a while in the area around the caster.
Solidrid Rainbow’s Hue: Carry To My Goal True
Creates a magic rainbow bridge of up to 50 paces in length.
Healing
Balm of Roond: Heal This Wound
Turns astral points of the caster’s into life points of the patient’s.

Heal Animal
Works the same as balm, but only on animals.
Pure and Clear: Herbal Tea: Free From Poison Thou Shalt Be
Removes poison from the targets system.
Rest the Body, Rest the Mind: In Healing Sleep New Strength You`ll Find
Enhances the regeneration attained during the following sleep period.
Witch’s Spit
Used as a Balm, but with different results depending on whether it is used on poison, illness or wounds.
Illusion
Camouflage
The caster appears to any observer in some quite harmless guise, for example as a child or an old woman.
Chameleony Mimicry: To My Foe Disguised I’ll Be
This spell allows the caster to blend in with the surrounding area, becoming almost invisible, as long as he or she does not move.
Duplication Double Me: Accursed The Foeman’s Eye Shall Be
The caster conjures up a ghostly double of himself (herself) which makes him or her much harder to hit in combat.
Witch’s Knot
This spell creates an illusionary barrier that is impassable for any opponents.
Movement
Acceleratus Speedy Steed: Fly Away With Lightning Speed
Doubles the caster’s speed, improving his or her combat values.
Foramen Foraminor: Open Up, Lock and Door
Opens the lock on a chest or door.
Motoricus Motilitens: Lifeless Item, Get Thee Hence
Allows the caster to move small items without touching them.
Transversalis Telporti: Get Me Where I Want to Be
A teleport spell that can carry the caster to any place he or she knows. Difficult to learn.
Walk on Ice, Walk on Snow: Just as I Walk on Ground I Know
The Caster can move across any frozen surface as if it were solid ground.
Without a Trace, Without a Track: Be My Step on Sand
Allows the caster to move without leaving any trace of his or her passing.
Transformation
Arcano Psychostabilur: That Spell I Shall Resist
Raises the spell targets magic resistance. Cannot be cast as self.
Eagle, Wolf and Great White Shark: Like an Animal in the Dark
Allows the caster to take on an animal shape.
Fires Bane
Makes the caster a lot less suseptible to fire, dragon breath and the Ignifaxus spell.
Increase Attribute
Increases the stated attribute value by a number of points. Cannot be cast at self.
Magic Armor
Creates a magic armor of variable strength around the caster.
On Oceans Floor in Lake and Stream: Breathe the Water as in a Dream
Allows breathing under water.
Paralyze Paralone: Be Still as Stone
Petrifies the spell’s target for a long time.
Salother Mutother: Be Another
Turns the spell target permanently into a toadstool.
Visibili Vanitene: Magic Turn Me Unseen
Turns the entire team invisible allowing them to explore a dungeon without constant attack by various monsters.
Transmutation
Abvenenum Bile and Rot: Leave This Food Without A Spot
Purifies poisoned or spoiled food.
Aeolitus, Come and Veer: Blow the Dust and Smoke from Here
Creates a small breeze.
Burn!
Can be used to light flammables, for example, torches without benefit of a tinder box.
Calm the Storm and Still the Winds
Creates a zone of calm around the caster, protecting him or her and any within that zone from being harmed by a gale.
Claudibus Clavistibor: Locked and Bolted is My Door
Magically locks doors, chests etc for a certain time.
Darkness
Creates a magical darkness that is penetratable for no ones eyes but the casters on whom it is centred. In combat this spell reduces the attack chances of the caster’s opponents - unfortunately, it does the same for his or her companions.
Fiat Lux
This spell creates a magic source of light resting on the casters hand and shining with the approximate brightness of a torch.
Freeze the Soft, Stop the Flow
Turns any fluids into solid material.
Melt the Solid, Flow the Hard
Turns any lifeless materials soft and easy to shape.
Silentium Silentill: All is Still
Suppresses all sound around the caster. Helps with sneaking.

Wand Rituals

These powerful rituals allow a Magician to “charge” a wand with certain spells. Although the effort takes immense amounts of astral points, the charge is permanent. An appropriately charged wand is used automatically if the situation calls for it. Further, the wand may hold more than one ritual at a time.There are four different rituals, or charges, that wands may hold:
Ritual #1
Makes a magic wand unbreakable and prepares it to be charged with further spells. All Magicians start the game with a wand already containing this charge.
Ritual #2
After successful completion of this ritual (at a cost of 23 astral points) the wand can be used at any time as an undousible torch. The game assumes any Magician with charge #2 uses it automatically in dungeons and caves, so no other heroes need carry a light.
Ritual #3
This allows the caster to turn his wand into a rope 10 paces long whenever he or she wants to. The rope will attach itself to any protruding rock, ledge, hook etc when thrown. The ritual has a cost of 19 astral points. The game assumes any Magician with charge #3 will automatically use the wand as a rope when in an appropriate situation (e.g. climbing).
Ritual #4
This ritual allows the Magician to cast any spell at a cost reduced by 2 AP (minimum cost for any spell: 1 AP). This ritual costs 27 astral points.

House Spells

Magicians must decide which type Arcane Lore they favor, be it Demonology, Transformation or some other. Based on this specialization, they gain a “bonus” with certain spells. These spells are called “house spells” and their value can be increased by up to three points each when the character reaches a new experience level.Magicians may specialize in only one Arcane Lore grouping and will receive the spell value bonus for that group only. In the following list, you’ll see the spell value starting bonus for each group of “house” spells. DispellDomination ...... +3 Destruction ..... +1 Guardian ........ +2 Illusion ........ +2 Transformation .. +3 Odem Arcanum .... +1
DominationBambaladam ...... +3 Horriphobus ..... +4 Respondami ...... +2 Sensible ........ +1 Somnigravis ..... +2
DemonologyBanish Spirits .. +2Blood and Furor . +3Conjure Elemental +2Heptagon ........ +2Necropathia ..... +1 Skeletarius ..... +2
Movement SpellsAcceleratus ..... +3 Foramen ......... +3 Motoricus ....... +2 Without Trace ... +2 Transversalis ... +2
HealingBalm of Roond ... +3 Pure and Clear .. +3 Rest the Body ... +3 Increase CR ..... +1 Arcano .......... +2
Clairvoyance SpellsEagle’s Eye ..... +1Analyze ......... +2Attributes ...... +1 Exposami ........ +2 Odem Arcanum .... +2 Penetrating ..... +1 Sensible ........ +2
Combat SpellsLightning ....... +2Iron Rust ....... +1Fulminictus ..... +2lgnifaxus ....... +2Plumbumbarum .... +2Accurate Eye .... +2Magic Armor ..... +1
TransformationEagle, Wolf ..... +3 Magic Armor ..... +2 Paralyze ........ +2 Salother ........ +3Visibili ........ +2
TransmutationAbvenenum ....... +2Burn! ........... +1Claudibus ....... +1Darkness ........ +2Fiat Lux ........ +2Melt Solid ...... +7Silentium ....... +2