SPELLS & SWORDS TYPES OF MAGIC
TYPES OF MAGIC = MAGIC LISTS
NOTATION
* = This Spell can be used 7x/Day
** = This Spell can be used 3x/Day
AIR MAGIC
Gust of Wind Spell* (Long Range. Knock back Arrows. Foes go Prone. Lasts 1D4 +1 Turns)
Tornado Spell (Like Storm Mage)
Summon Air Elemental Spell (For 1 Combat)
Breeze Spell* (Pushes Sail Boat, Airship, Windmill, etc. in Desired direction at good speed)
Feather Fall Spell (Reaction: Self and 2D6 allies Fall very Slowly)
Glider Staff Spell (Fly Fast. Focus Item. Retracting Fan Wings)
Extinguish Spell (Like Water Spell)
Air Form Spell (Self. Become an Air Elemental for 1 Combat)
Dissipate Spell (Negate Tornado, Gas Cloud, Air Elemental, Wind Component of Storm)
Fly Spell (Self and up to 9 Others. Medium Speed. For up to 1 Hour)
ALCHEMY MAGIC
Identify Potion Spell** (Close Range. Or Components. More Accurate than Alchemy Skill)
Brew Potion Spell (Pick one from Potion List)
Transmutation Spell (Ritual. Change one Substance into another)
ANTI-MAGIC MAGIC
Dispel Spell (Negate ongoing Spell except for explicit Curses)
Counterspell Spell (Negate a Spell just cast within Far Range)
Counter Drain Spell** (Like a Counterspell but costs 1D2 Extra PP)
Anti-Magic Globe Spell (10 Foot Radius. Spells & Magic Items will not Penetrate. 10 Min)
Curse Breaker Spell (Negate Curse or Know the Steps to)
Unsummon Spell (Banish Summoned Creature)
Rebound Spell (Return attacking Spell back onto its caster. Far Range)
Shatter Spell** (Medium Range. Destroy Target Item. Dam +4 to Construct)
ARTIFICER MAGIC
Create Magic Item Spell (Magic item must be made with Trade Skill +5)
Enchant Item Spell (Like Enchantment Magic)
Shatter Spell** (Medium Range. Destroy Target Item. Dam +4 to Construct)
BEER MAGIC
Beer Magic Spell (Create 1 Batch from the Magic Beer List)
Brewing Spell (Instantly Brew a Keg of regular Beer)
BLACK MAGIC
Weakness Spell** (Short Range. Curse. Target Gets -2 to rolls on all Physical Actions)
Paralyzation Spell** (Medium Range. Target Immobilized for 2D6 Rounds)
Darkness Spell** (Fill up to 7 Adj Spaces. Lasts 1 Combat or Encounter)
Fear Spell (Medium Range. 2D6 Adjacent Foes must Save or Flee)
Silence Spell (Med Range. Up to 24 Spaces. Spells cannot be cast. For 1 Combat)
Evil Eye Spell (Medium Range. Permanent Curse. Hard to get rid of)
Torment Spell (Short Range. Target gets Distracted Penalty for 2D6 Rounds)
Notes: List can also be referred to as Dark Magic or Evil Magic
CANDLE MAGIC
Make Simple Candle** (Imbue Candle with 1 Spell you or ally are about to Cast)
Make Layered Candle (2 or more Spells in same candle)
Notes: Spells in Candle can be made to cast as soon as a layer is lit, right after the
Layer has melted, or all the time during the burning of a layer. This is a mini-ritual:
Cast the Spell to be imbued at the candle while the wax is hardening. This type of
Magic requires the caster to have the skill Candle Making +5.
CANTRIP MAGIC
Minor Mend Spell** (Repair, Rejoin, Sew, Fix Broken item)
Heating Spell* (Heat up a Bowl of Soup)
Cooling Spell* (Turn a cup of Water into a Snowball)
Water Spell** (Fill a Bucket)
Fan Spell** (Slight Breeze for up to 10 Minutes)
Light Candle Spell* (Tiny Flickering Flame)
Trip Spell** (Medium Range. Save or Trip)
Fumble Spell(Medium Range. Target Attack becomes a Fumble)
Notes: Beginning Magic known to Apprentices
CHAOS MAGIC
Summon Demon Spell (For 1 Combat. 1D6 Minor, 1d3 Lesser, or 1 Major Demon)
Wall of Chaos Spell (Flesh, Maws, Limbs, Claws, Tentacles. Regenerates)
Tentacle Spell** (Erupt from ground or Casters Body. Brawl +5 Dam +2 for 1 Combat)
Summon Abomination Spell (1D3 Attacks. Tough +2 Attack +2 Dam +2. 4 Mutations)
Corruption Spell (Target gains 1 Permanent Mutation)
Chaos Bolt Spell** (Medium Range. Damage +4. Melts Flesh. Deforms Metal)
CLERICAL MAGIC
Blessing Spell** (Allies get +1 Attack, Defense, Armor, and Damage Bonuses for 1 Combat)
Circle of Protection Spell (Foes cannot enter. Lasts 2D6 Rounds. Shelters 10)
Dispel Spell (Negate ongoing Spell except for explicit Curses)
Detect Evil Spell** (Medium Range, Recognize the presence of Evil. Lasts 1 Hour)
Holy Aura Spell** (Self gets +1 Defense and Damage Bonus vs Evil Foes for 6 Hours)
Turn Undead Spell* (1D6 Undead must Save or Flee once per combat. Requires Holy Symbol),
CONJURATION MAGIC
Banquet Spell (Feast for 40+. Extra Food Disappears)
Armamentalist Spell (Outfit 10 Fighters including Shields and Helmets. Lasts 1 Day)
Sticks & Stones Spell (Arrows, Bolts, Sling Stones, etc. Lasts 1 Battle)
Minor Wish Spell** (Tool, Tent, Rope, Rug, Lantern, Statue, Wagon, Clothing. Lasts 1 Day)
Conjure Ship Spell (Only 1 can exist at a Time. Crew not Included)
Simulacrum Spell (Create copy of Individual. Concentrate to control of it. Lasts 1 Day)
Conjure Servants Spell (2D6 Faceless Workers for 1 Day of type appropriate to job)
Conjure Myrmidons Spell (2D6 Faceless Fighters for 1 Hour)
DESERT MAGIC
Sand Storm Spell (All must take Cover. Lasts 1D6 Hours. No Visibility. Distraction)
Mirage Spell (Illusion at a Distance. Mislead)
Swarm Spell (Locusts, Scarabs, Poisonous Scorpions or Asps. Lasts 1 Combat)
Quicksand Spell (Long Range. 1D6 Adj Foes. Save or be Stuck. Sink in 1D6 Minutes)
Desert Twister Spell (Like Storm Mage Tornado Spell)
Seek Water Spell (Know direction to nearest Oasis, Well, Settlement, Caravan)
Summon Desert Monster Spell (For 1 Combat)
DETECTION MAGIC
Detect Invisible (Self or Ally. Lasts 10 Minutes)
Detect Spirits (Self or Ally. Lasts 10 Minutes)
Detect Treasure (Self or Ally. Lasts 10 Minutes)
X-Ray Vision Spell (Self or Ally. See through Walls. Lasts 3D6 Minutes)
Wizards Eye (Floating Eyeball. Roams around. Caster can see through it. Lasts 1 Hour)
Eagle Eye Spell (See Details clearly at long and even Far Distances. Lasts 1 Hour)
Vigilance Spell (Gain Alertness +5 for 12 Hours)
Alarm Spell (Proximity Alarm. Intruder Alert!)
Detect Lies Spell (Self or Ally. Lasts 10 Minutes)
Detect Trap Spell (Self or Ally. Lasts 10 Minutes)
Detect Illusions Spell (Self or Ally. Lasts 10 Minutes)
Detect Secret Door Spell (Self or Ally. Lasts 10 Minutes)
DIABOLISM MAGIC
Summon Demon Spell (For 1 Combat. 1D6 Minor, 1D3 Lesser, or 1 Major Demon)
Deviltry Spell (Next Hour Cast any 3 spells on Summoning List. Only apply to Demons)
Demonic Form Spell (Self or Ally. Physical Form of Lesser Demon)
Control Demons Spell (For 1 Combat. 1D6 Minor, 1D3 Lesser, or 1 Major Demon)
Hell Fire Spell** (Bolt. Medium Range. Damage +2)
DISEASE MAGIC
Cause Disease Spell (Medium Range. Target and 1D6 Adj Foes get 1 random Disease)
Affliction (Medium Range. Target gets 1 specific Disease)
Sicken Spell (Medium Range. Target and 1D6 Adj Foes suffer from Sickening Condition)
Cure Disease Spell (like Healing Spell)
Diseased Swarm (Summon Swarm with Disease Trait)
Blight Spell (Ritual. Cause Crops to Die in one Village)
Stagnant Water Spell (Ritual. Cause all fish to Die quickly in one small Lake)
Plague Spell (Ritual. Cause Herds or Inhabitants of one Village to get 1 random Disease)
DIVINATION MAGIC
Divination Spell (See a Likely possible Future. Ritual. Sacrifice)
Scry Spell** (See and Hear. Target known individual or location. 10 Min. Any Distance)
Read Mind Spell** (Long Range. Know innermost Secrets of single Target)
Visions Spell (Ritual. Self or Ally. Reveal Destiny, Fate. Part of Initiations)
Speak to the Dead Spell** (Ask 1D8 Questions)
Communion Spell (Gain Knowledge from Angel or Higher Being)
See the Past Spell (Near or Far. Vision per GM)
See the Future Spell (Near or Far. Vision per GM)
DRUIDISM MAGIC
Vine Spell** (Vines Entangle 1D6 Adjacent Foes for 1 combat. Medium Range)
Shapeshift Spell* (Self. Any Animal Form. Transform back at will)
Tree Walk Spell** (Enter a tree and come out another one up to several miles away)
Charm Animal Spell (Close Range)
Control Plant Spell (Medium Range. Lasts 1 Combat)
Swarm Spell (Insects, Squirrels. Lasts 1 Combat)
EARTH MAGIC
Summon Earth Elemental Spell (For 1 Combat)
Stone Skin Spell** (Armor +4 and Brawl Damage +2 for 1 Combat)
Petrification Spell (Short Range. Curse. Target Save or be turned to Stone)
Stone Bridge Spell (Create a walkway over a Chasm. Or make Stairway)
Tunnel Spell (Up to 30 Feet through Solid Rock)
Stone Wall Spell (Or Dirt, Rock, Rubble, Sand, etc. Seal up Gap)
Tremor Spell (All in Med Range Knocked Down Dam -1. Or Collapse Ceiling, Walls. Dam +1)
Spitting Earth Spell** (Med Range. Dam +2. 1D4 Adj Targets. Impale or Stun. Stone Bolts)
ELVEN MAGIC
Bind Foe Spell (Med Range. Foe Immobilized. Strands of Light. Permanent)
Shape Tree Spell (Target Tree becomes Permanent Tree House or Treant for 1 Combat)
Elf Lord Spell (Target Elf Doubles Height. Atk, Dam, Dodge, and Tough +4 for 1 Combat)
Elf Angel Spell (Target Elf gains Wings 1 Day. Fly Fast. And Cured of Curses or Diseases)
Frozen Fire Spell (Medium Range. All Elves healed. All Others Damage +2)
Elven Blight (Kills all non-Elf Plant life for 1D3 Miles leaving Desert Wasteland)
Summon Guardian Spell (Elven, Nature, or Elemental Spirit for 1 Combat)
ELEMENTAL MAGIC
Ice Magic Spell (Cast any one Ice Magic Spell)
Flame Magic Spell (Cast any one Fire Magic Spell)
Stone Magic Spell (Cast any one Earth Magic Spell)
Air Magic Spell (Cast any one Air Magic Spell)
Water Magic Spell (Cast any one Water Magic Spell)
Lightning Magic Spell (Cast any one Lightning Magic Spell)
ENCHANTMENT MAGIC
Sleep Spell (Med Range. 1D6 Adj Foes. Sleep for 1D4 Hours if not woken up)
Charm Person Spell (Med Range. 1D4 Adj Foes. Permanent)
Polymorph Spell (Any type to Any type. Max SL 10. Ex: Human into Elf or Centaur)
Illusory Spell (Any One Spell on Illusionist Class List)
Growth Spell (Long Range. Target Grows to Giant Size)
Shrink Spell (Medium Range. Target Shrinks to Tiny Size)
Ward Spell (Location becomes Invisible, Hard to Find. Lasts 1 Day. Requires Password)
Enchant Item Spell (Create a Temporary Magic Item)
Silence Spell (Med Range. Up to 24 Spaces. Spells cannot be cast. For 1 Combat)
Great Sleep Spell (Ritual. All Foes in entire Room for 2D4 Hours if not woken up)
Mass Sleep Spell (Ritual. All Foes in Castle for 1D4 +6 Hours if not woken up)
ENERGY MAGIC
Magic Missile Spell* (1D3 Missiles. Short Range. Damage +1 each. Pick Targets)
Disintegrate Spell (Foe, Item, Door. Save or be Destroyed. Medium Range)
Recharge Spell (Add two Charges to a magic item that uses charges)
Energy Bolt Spell** (Long Range. Damage +3)
Tap Energy Spell (Steal 1D4 Power Points. Short Range)
Absorb energy Spell (Negate Spell cast at you. Gain 2 PP)
Drain Energy Spell (Target loses 1D6 Power Points. Medium Range)
Channel Spell (Give or take up to 2D6 PP from a willing Ally)
FEY MAGIC
Fly Spell (Self and up to 9 Others. Medium Speed. For up to 1 Hour)
Sleep Spell
Charm Spell
Geas Spell
Vanish Spell (Self Teleport. Up to Long Range to a secluded spot)
Invisibility Spell (Stealth +5. Self and up to 6 Allies for 1 Combat or 10 Minutes)
Summon Fey Spell (Nearest Fey Creature comes calling for 1 Combat or 1 Favor)
FIRE MAGIC
Resistance to Fire (+8 Save vs Fire Attack)
Fireball Spell (Medium Range. 2D6 Adjacent Foes. Damage +4. Burn)
Wall of Fire Spell (+2 Damage Bonus to Cross. Burn. Fill up to 7 Spaces)
Summon Fire Elemental Spell (For 1 Combat)
Fire Bolt Spell** (Medium Range. 1 Target. Damage +5. Burn)
Ring of Fire Spell (All Creatures within Medium Range. +2 Attack and Damage. Burn)
Immolation Spell (Short Range. Single Target. Damage +6. Burn)
Flaming Weapon Spell** (For 1 Combat. Med Range. Damage +1. Burn. Weapon or 2D10 Missiles)
Fire Form Spell (Caster becomes a Fire Elemental for 1 Combat)
Pyrotechnics Spell** (Smoke and/or Fireworks. Obscure or Distract)
FORCE MAGIC
Telekinesis Spell** (Move things Around through the Air Slowly for 2D6 Minutes)
Telekinetic Blow Spell** (Fling Foe into Walls, Ceiling, Pick up & Drop. Stun)
Volley Spell (Throw Dozens of Objects at 2D3 Adj Foes. Med Range. Damage +1)
Throw Boulder (Long Range. Damage +2. Catch and Throw Missile back at Giant or Catapult)
Forcefield Spell (One Block Long. 20 Feet High. Impenetrable. Invisible. Up to 6 Hours)
Push Spell* (Medium Range. Dam -2. Knockback)
Force Cage Spell (Trap 2D3 Adj Foes. Medium Range. Move Cage Slowly. Up to 6 Hours)
Reverse Missiles Spell (Send Target Missiles back at Attackers)
Crushing Grip Spell (Suffocate, Snap Neck of Target. Short Range)
GRECOS PAGAN MAGIC
Blessing of Apollo (Bacchus) - Lose all Inhibitions. Large Group for 4 Hours
Blessing of Athena (Minerva)- Target gets Archery +4 for 1 Combat or Wisdom for 1 Day
Blessing of Aphrodite (Venus) - Gain Appearance +5 for 1 day and cast 1 Charm Spell
Blessing of Ares (Mars) - Target Gets Strategy +5 for 1 Battle or Attack +5 for 1 Combat
Blessing of Hades (Orcus) - Cast any one Necromancy Spell
Blessing of Zeus (Saturn) - Gain Courtship +5 for 1 day and cast 1 Lightning Bolt Spell
Blessing of Poseidon (Neptune) - Cast any one Sea or Water Magic Spell
Blessing of Hermes (Mercury) - Same as Haste Spell or Fly Spell
GYPTOS PAGAN MAGIC
Spell of Mummification - Ritual. Create Mummies
Spell of Thoth - Target gets Wits +5 and Arcane Lore +5 for 1 day
Spell of Ra - Cast any one Light Spell
Spell of Bast - Gain Luck and Summon 2D3 Cats or Cat Beasts for 1 Combat
Spell of Osiris - Gain Wisdom for 1 day and Cast any one Necromancy Spell
Spell of Set - Gain Guile +5 for 1 day and Cast any one Illusion Spell
Spell of Isis - Gain Wings, Poison Lore +5, Herbalism +5 and Raw Power for 1 Day
Spell of Geb - Cast any one Earth Magic Spell
Spell of Horus - Get Attack +2 and Cast any one Paladin Spell this Combat
Spell of Anubis - Cast any one Desert Spell or Fear Spell or Summon Jackals
HEALING MAGIC
Heal Wound Spell** (Remove All Wound Counters and 1 Hurt or Broken Body Part Status)
Cure Disease Spell (All Allies. Short Range)
Lay on Hands Spell** (Remove 1D3 Wound Counters from Ally)
Restoration Spell (Close Range. Restore Lost Limb)
Revitalize Spell (All Allies. Short Range: Negate Sleep, Slow and Paralyzation)
Neutralize Poison Spell** (Any type of Poison)
HOLY MAGIC
Smite Spell** (Target's next Attack is Attack and Damage +7)
Divine Wrath Spell (All Evil Foes within Long Range Save or Die)
Purify Spell** (Negate Acid Attack or Create Vial of Holy Water or clean Foul Water)
Sanctuary Spell (Evil Beings cannot enter Area. 1 Hour)
Exorcism Spell (Spirit must Save or Flee. Ritual)
Command Spell (Control Target for 1 Combat or 1 Encounter)
Communion Spell (Gain Knowledge from Angel or Higher Being)
Walk on Water Spell (Self or target. Short Range. Up to 1 Hour)
Divine Intervention (Summon 1 Angel for 1 Combat)
ICE MAGIC
Blizzard Spell (Battlefield. 1D4 Hours. Chill. Missile Attacks and Lookout -3)
Freeze Spell (Short Range. 1D2 Adj Foes. Immobilized for 1 Hour. Damage +2)
Immunity to Cold (Self and 2D6 Allies. +8 to saving Throws vs Cold. 2D6 Hours)
Ice Shards Spell (Medium Range. 1D6 Adjacent Foes. Damage +3)
Summon Ice Elemental Spell (For 1 Combat)
Wall of Ice Spell (Fill up to 7 Spaces. Melts in a Day. Can use to Freeze a Lake )
Ice Castle Spell (Can only maintain one of these at a time. 1D3 Hours to Construct)
Ice Dagger Spell** (Make Object out of Solid Ice. Ice Sculptures)
Cone of Cold Spell** (Medium Range. 2D6 Adjacent Foes. Chill. Damage +1)
Cold Spell** (Med Range. Negate Fire Spell. Or use to make Floor Slippery 7 Spaces)
ILLUSION MAGIC
Illusion Spell* (Mislead, Trick, Fool, Distract. Medium Range)
Mirror Images Spell** (Produce 3 Displaced Identical Images of Self)
Gaze Reflection Spell (Reflect Gaze Attack back upon Foe)
Invisibility Spell (Stealth +5. Self and 6 Allies for 1 Combat or 10 Minutes)
Detect Invisible** (Medium Range for 10 Minutes)
Blur Spell** (Self. Defense Bonus +3 for 1 Combat)
Glamour Spell** (Self or other Appears as Someone else for 1 Encounter)
Hypnotize Spell (Target programmed to do an action when activated)
Fear Spell (Medium Range. 1D6 Adjacent Targets must Save or Run Away in Fear)
Magic Mouth Spell (Permanent Illusion. Can ask Riddles, Passwords, Intelligent)
INQUISITION MAGIC
Detect Evil Spell**
Hold Spell** (Short Range. Target Person Immobilized for 1D6 Rounds)
Detect Lie Spell**
Torment Spell (Short Range. Target gets Distracted Penalty for 2D6 Rounds)
Read Mind Spell** (Long Range. Know innermost Secrets of single Target)
INVOCATION MAGIC
Word of Power Spell (Cast with another Spell. Affects all those who can hear the Word)
Fear Spell
Weakness Spell
Bless Spell**
Domination Spell (Short Range. Control Target for 1 Combat or Encounter)
Torment Spell (Short Range. Target gets Distracted Penalty for 2D6 Rounds)
Death Spell (Short Range. Living Targets Heart Stops)
Hold Spell** (Short Range. Target Person Immobilized for 1D6 Rounds)
KABBALIST MAGIC
Create Golem Spell (1D2 Months to Carve)
Aspects of Augury (Cast any 1 Divination Magic Spell)
Chants of the Cantor (Cast any 1 Song Magic Spell)
Scroll Spell (Wizard Magic)
Protection Magic (Cast any 1 Anti-Magic Magic Spell)
Light Spell** (Solar Magic)
Legend Lore (Cast any 1 Lore Magic Spell)
Healing Ways (Cast any 1 Healing Magic Spell)
Holy Ways (Cast any 1 Holy Magic Spell)
Finding Ways (Cast any 1 Detection Magic Spell)
Desert Origins (Cast any 1 Desert Magic Spell)
LIGHTNING MAGIC
Lightning Bolt Spell** (Long Range. Dam +3. Shock)
Chain Lightning (Medium Range. Bounces from Foe to Foe. 1D6 Foes. Dam +1. Shock)
Shock Spell (Short Range. 2D3 Adj Foes. Dam +1 and Shock)
Lightning Storm Spell
Forked Lightning (Two Bolts. Same or Different Targets. Medium Range. Dam +2. Shock)
LORE MAGIC
Comprehend Languages Spell (Spoken and Written. 2D4 Hours)
Relic Lore Spell (Self. Relic Lore +5 for 1 Hour)
Monster Lore Spell (Self. Monster Lore +5 for 1 Hour)
Dragon Lore Spell (Self. Relic Lore +5 for 1 Hour)
Historical Lore Spell (Self. History +5 for 1 Hour)
Geographical Lore Spell (Self. Geography +5 for 1 Hour)
Religious Lore Spell (Self. Religion +5 for 1 Hour)
LOVE MAGIC
Charm Spell
Love Spell (Cause 2 people to fall in Love)
Lust Spell (Cause 2 people to fall in Lust)
Beauty Spell (Target gets Appearance +5)
Seduction Spell (Target gets Courtship +5)
Infatuation Spell (Target falls in love with first person he sees)
Unrequited Love (Cause target to fall in Love with a particular person)
Ultimate sacrifice (Caster gives his life in exchange for targets life)
MIND MAGIC
Psychic Blast Spell** (Long Range. +4 Damage and Save or Stun)
Mind Control Spell (Medium Range. Control Target for one Combat or Encounter)
Feeble Mind Spell (Medium Range. Target Caster cannot Cast Spells for 1 Combat)
Forget Spell (Short Range. Target Forgets one Memory. Permanent)
Read Mind Spell** (Long Range. Know innermost Secrets of single Target)
Telepathy Spell* (Long Range. Communicate with 1 or more Targets for up to 10 Min)
Find Spell (Know Location of Target Person)
Obscure Spell (Hide Location of Target to Magical Searches. Lasts one day)
Mental Barrier (+4 to Save vs Mental Attacks & Effects)
Confusion Spell** (Medium Range. 2D6 Adjacent Foes. Confusion)
MIRROR MAGIC
Walk Through Mirror Spell (Portal to another Mirror. If small, objects can be passed through)
Scry Spell** (Like Divination Spell. You can cast Spells through Mirror)
Mirror Trap Spell (Gazers Trapped in Alternate Mirror Dimension permanently. Dispel to escape)
Mirror Images Spell** (Like Illusionist Spell)
Copy Spell (Gazer copied. Copy emerges to fight. Spell, not copy, lasts until Mirror broken)
Self Love Trap Spell (Gazer will fall in love with image of self. Will die if unattended)
MYSTICISM MAGIC
Astral Travel Spell (Target can Travel the Astral Plane. Communicate with those far away)
Comprehend Languages Spell (Spoken and Written. 2D4 Hours)
Dimension Door Spell (Create a Gateway to some other Place or Plane. Lasts 1 Hour)
X-Ray Vision Spell (See through Walls. Lasts 3D6 Minutes)
Luck Spell (Give Self or Target Luck)
Anti-Magic Globe Spell (10 Foot Radius. Spells & Magic Items will not Work. Lasts 10 Minutes)
Calm Spell** (All within Medium Range Become Peaceful and Non-Aggressive)
NECROMANCY MAGIC
Raise Dead Spell (1D6 Skeletons, Zombies. Freshness Counts. Permanent)
Control Undead Spell (Med Range. Target and 1D6 Adj Foes under Casters Control Permanently)
Wither Spell (Med Range. Plant or Fey Save or Die. Or use to Atrophy Limb Permanently)
Drain Life Spell (Short Range. Target loses and Caster gains 1D4 Wound Markers)
Death Touch Spell (Touch. Target Must Save at -1 or Die)
Speak to the Dead Spell** (Ask 1D8 Questions)
Convert to Lich (Self. Ritual Process can take years, multiple castings)
Restore Dead to Life Spell (Ritual. Requires a great sacrifice or Unbreakable Vow)
NORSE PAGAN MAGIC
Blessing of Thor - Same as Thunder Spell or cast any 1 Lightning Magic Spell
Blessing of Odin - Cast any 1 Rune Magic Spell
Call Warriors Spell - 2D6 closest Barbarians or Vikings. For 1 Week. Max 1 at a time
Odin's Ravens Spell - One Flock. They will fly miles to Spy. For 2 Weeks. Max 1 at a time
Odin's Wolves Spell - One Pack. They will scout and skirmish. For 1 Week. Max 1 at a time
Summon Valkyrie Spell - For 1 combat. Shield Maiden with Sword on Pegasus
Blessing of the Fates - Same as Luck Spell. Cast on whole party
Trickery of Loki - Cast any 1 Illusion Magic Spell
Favor of Heimdal - Cast any 1 Portal Magic Spell
Favor of Hel - Cast any 1 Necromancy Magic Spell
Blessing of Frigg - Cast any 1 Divination Magic Spell
PAGAN PANTHEON MAGIC
Prophetic Powers (Cast 1 spell from the Divination Magic List)
Healing Ways (Cast 1 spell from the Healing Magic List)
Storm Caller (Cast 1 spell from the Storm Magic List)
Sea Speaker (Cast 1 spell from the Sea Magic List)
Desert Dweller (Cast 1 spell from the Desert Magic List)
PALADIN MAGIC
Lay on Hands Spell**
Detect Evil Spell*
Cure Disease Spell
Smite Spell
Holy Aura Spell**
POLYMORPH MAGIC
Turn to Toad Spell (Med Range. Target max SL 7. Permanent until kissed)
Shapeshift Spell* (Self. Any Animal Form. Transform back at will)
Doppelgänger Spell** (Self or Ally. Look like specific Individual. 2 Hours)
Turn to Dragon Spell (Med Range. Change Smaller Target into SL 12 Dragon for 1 Day)
Turn to Sheep (Med Range. Target max SL 12. Lasts 1D3 Hours)
Undo Polymorph Spell (Short Range)
Elemental Form Spell (Self. Fire, Water, Air, Earth, Ice Elemental for 1 Combat)
Polymorph Spell (Any type to Any type. Max SL 10. Ex: Human into Elf or Centaur)
Gill Form Spell (Transform 2D6 Target Allies into Tritons or Merfolk for 1 Day)
Swarm Form Spell (Self. For up to 4 Hours. Terrifying Visage)
Gaseous Form Spell (Self. For up to 30 Minutes. Good for Escapes)
Inanimate Form Spell (Target Item or Creature Max SL 8. Ex: Vase into Cat or visa versa)
Transform Spell** (Stone Stature or Painted Creature into Flesh For 1 Combat. Short Range)
Transmogrification Spell (Ritual. Make Target Polymorph Spell Permanent)
PORTAL MAGIC
Create Rift Spell (Must find a weak spot with an appropriate connection)
Stabilize Rift Spell (Turn unstable Rift into a Stable Portal or fix unstable Portal)
Portal Guardian Spell (Roll on Portal Guardian Table. Max 1 per Portal)
Find Rift Spell** (Far Range. See Nexus Points, Ley Lines, Dimensional anomalies)
Look Through Rift Spell** (See what's on the Other side)
Activate Portal Spell** (Turn Portal on and off. Change Destination if possible)
Seal Portal Spell (Magical Lock. Permanent. Can be complicated)
RUNE MAGIC
Symbol of Power Spell** (Cast with another Spell. Affects all who can See the Symbol)
Glyph of Courage Spell** (Allies. Short Range. Defense +3. All Saves at +3)
Sigil of Subdual Spell** (Foes. Short Range. Get -2 to All Rolls)
Enchant Item Spell (Like Enchanter)
Stone Magic Spell (Cast any one Geomancer Spell)
Carve Rune Stone Spell (Create one Rune Stone or one Charm)
Rune Staff Spell (Focus Item. Owner gets Wild Magic and Spell Checks +1)
SEA MAGIC
Gill Form Spell (Transform 2D6 Target Allies into Tritons or Merfolk for 1 Day)
Summon Sea Monster Spell (For 1 Combat)
Summon Aquatic Steeds Spell (2D6 Mounts for 10 Hours or Combatants for 1 Combat)
Dismiss Sea Creature Spell (Target Swims away)
Control Oceanic Being Spell (Long Range. For 1 Combat)
Water Blast Spell* (Medium Range. 1D2 Adj Foes. Damage +2. Save or Knockdown)
Lure Spell (All Creatures within Long Range Approach Caster. Sirens Song)
SHADOW MAGIC
Spider Climb Spell** (One Target can Climb Walls and Ceilings. Lasts 30 Minutes)
Blink Spell** (One Target. Short Range Teleport. Can be used as a Defensive Reaction)
Wizard Eye Spell** (Hovering Eye. Can scout ahead and go through Walls. Lasts 10 Min)
Shadow Walk Spell** (Target gets Stealth +5. Lasts 30 Minutes)
Ghost Form Spell (Target Insubstantial. Walk through Walls. Cannot Attack or be Attacked)
SHAMANISM MAGIC
Bloodlust Spell (2D6 Allies get +2 Attack and Damage Bonuses for 1 Combat)
Lightning Bolt Spell** (Long Range. Dam +2. 1D6 Adj Foes. Shock)
Medium Spell (Cast any 1 Spirit Magic Spell)
Visions Spell (Ritual. Self or Ally. Reveal Destiny, Fate. Part of Initiations)
Fetishes Spell (Crafting: Totems, Masks, and other Primitive Magic Items)
Weather Control Spell (Rain, Storms, Sunshine, Takes 2D6 Rounds to Start/End a Storm)
SOLAR MAGIC
Light Spell** (Lights up room for 1 Hour. Light Emanates from Target Object)
Flash Spell* (Blind 1D4 Adjacent Foes for 1D4 Rounds. Short Range)
Solar Infusion Spell (Allies. Med Range. Reverse Loses of Strength, Toughness, Swift)
Radiance Spell (Self or Ally. Target Glows and gets +2 to all Rolls for 1 Combat)
Warmth Spell** (Self & Allies in Medium Range get +6 Save vs Cold for 1 Combat)
Sun Scorch Spell (All in Medium Range. Damage +1. Burn)
SONG MAGIC
Mockery Spell (Save or Damage -1. Medium Range)
Cure Madness Spell (Close Range. Cure Madness)
Calm Spell** (All within Medium Range Become Peaceful and Non-Aggressive)
Lure Spell (All Creatures within Long Range Approach Caster. Sirens Song)
Song of Healing Spell (Cast any 1 Healing Magic Spell)
Charm Animal Spell (Med Range. 1D4 Adjacent Animals. For 1 Day)
Enthrall Spell** (All within Medium Range Distracted. 10 Minutes)
Curse Spell (Medium Range. Target Cursed. Pick from Curse Table)
SORCERERY MAGIC
Raise Dead Spell (1D6 Skeletons, Zombies. Freshness Counts. Permanent)
Brew Potions Spell (Like Alchemist)
Cloud Kill (Medium Range. Poison Smoke Cloud. Save or Die)
Web Spell** (Medium Range. Immobilize 2D6 Foes. Strength Save to Break Free)
Charm Monster Spell (Medium Range. Control Target Permanently)
Teleport Spell (Med Range. To Known Location. Self and 10 Allies)
Creeping Doom Spell (Summon Damage causing Insect Swarm for 1 combat)
Fog Spell (Like Storm Mage)
Scry Spell** (See and Hear Goings on from a great Distance)
Death Bolt Spell (Medium Range. Single Target. Save or Die)
SPIDER MAGIC
Summon Swarm Spell (Spiders of Course. Poison. Far Range for 1 Combat)
Summon Giant Spider Spell (Medium Range for 1 Combat)
Spider Bite Spell (Far Range. Target Bitten. Lethal Poison)
Web Spell** (Medium Range. Immobilize 2D6 Foes. Strength Save to Break Free)
Spider Climb Spell** (One Target can Climb Walls and Ceilings. Lasts 30 Minutes)
Control Arachnids (2D6 Targets. Medium Range for 1 Combat)
SPIRIT MAGIC
Detect Spirits Spell* (Medium Range. 10 Minutes)
Speak to Spirits Spell** (Local ones. One Conversation)
Ancestral Recall Spell (Advice & Wisdom. One Conversation)
Summon Allied Spirits Spell (Animal, Nature, Elemental, etc. Will fight for 1 Combat)
Banish Spirits Spell (Spirit must Save or Leave)
Totem Spirit Spell (Focus. Gain 1 Boon: Strength +1, Luck, Wisdom, Alertness +2, etc.)
Trap Spirit Spell (Trap Spirit in Object or Location. Permanent)
STORM MAGIC
Gust of Wind Spell* (Long Range. Knock back Arrows. Foes go Prone. Lasts 1D4 +1 Turns)
Sand Storm Spell (Like Desert Mage)
Lightning Storm Spell (Storm will cast 1 Lightning Bolt every 1D4 Rounds)
Hail Storm Spell (Those caught in the open must Save or Damage -4 every turn)
Weather Control Spell (Rain, Storms, Sunshine, Takes 2D6 Rounds to Start/End a Storm)
Blizzard Spell (Like Ice Mage)
Tornado Spell (Long Range. Swift +4. Lasts 1 Combat. Foes Save or Flung for Damage +3)
Fog Spell (Poor Visibility. Covers Battlefield. For 1 Battle)
Thunder Spell** (All in Medium Range. Damage -1. Stun. Audible at Far Range)
SUMMONING MAGIC
Summon Outsider Spell (See the Art of Summoning in the Magic Rules)
Summon Spirit Spell (See the Art of Summoning in the Magic Rules)
Summon Elemental Spell (See the Art of Summoning in the Magic Rules)
Draw Pentagram Spell** (See the Art of Summoning in the Magic Rules)
Control Summoned Creature Spell* (See the Art of Summoning in the Magic Rules)
Summon Item Spell** (Owned by Caster. Flies to his hand at great Speed)
Summon Swarm Spell (For 1 Combat)
Summon Steeds Spell (2D6 Riding Horses or the like for 8 Hours)
Summon Stalker Spell (Invisible. Stealth and Track +5. Beast Assassin. For 1 Mission)
Summon Creature Spell (Nearby Animals, Beast, or Monster. For 1D3 Hours)
SWORD MAGIC
Attacker Sword Spell** (Sword gets Attack +3 for 1 Combat)
Defender Sword Spell** (Wielder gets Defense +4 for 1 Combat)
Fire Sword Spell (Sword gets Attack +1 and Burn for 1 Combat)
Ice Sword Spell (Sword gets Attack +1 and Chill for 1 Combat)
Energy Sword Spell (Sword can shoot Energy Bolts. Medium Range. Damage +1 for 1 Combat)
Slayer Sword Spell (Sword gets Damage +4 for 1 Combat)
Light Sword Spell** (Sword shines with Bright Light for 4 Hours. Allies get Morale +2)
Speed Sword Spell (Wielder gets to Attack twice per Round with Sword for 1 Combat)
Mend Sword Spell (Repair Broken Sword)
Return Sword Spell* (Sword Returns to Owners Hand)
TELEPORT MAGIC
Blink Spell* (Self. To location within Sight)
Teleport Spell (To Known Location within 100 Miles. Self and 10 Allies)
Teleport Object Spell (Long Range. Send Letter. Bomb. To Known Location or within sight)
Return Home Spell (To Known Location within 10 Miles: Home Base, Town. Self and 10 Allies)
Return to Start Spell (To Known Loc within 1 Mile: beginning of Dungeon. Self and 10 Allies)
Teleport Attack Spell (non-Lethal (into Cage) or lethal (into Ground, Sky). Max SL = 10)
THAUMATURGY MAGIC
Air Gondola Spell (Levitate a platform which can carry passengers, Items. Far Range. 6 Hours)
Wizardly Ways Spell (Cast any one Spell on the Wizardry Magic List)
Acidic Explosion Spell (Rock Projectiles. Long Range. Damage +2. Target and 2D4 Adjacent Foes)
Tracer Attacks Spell (Second and later Ranged Attacks vs Target at Attack +2)
Wax Healing Spell* (Touch. Heal 1 Wound. Requires Hot Wax and Starch Powder)
Receiving Spell (Create 6 + 1D6 Small Items. Hear what the Objects could hear. Lasts 6 Hours)
Telekinesis Magic (Cast any one Spell on the Force Magic List)
TIME MAGIC
Haste Spell (2D6 Allies Dodge, Swift, and Attack Bonus +4 for 1 Combat)
Slow Spell (1D6 Adj Foes. Med Range. Dodge, Swift, and Attack -2 for 1 Combat)
Aging Spell (Med Range. Target becomes Young or Old for 1 Day)
See the Past Spell (Near or Far. Vision per GM)
See the Future Spell (Near or Far. Vision per GM)
Stop Time Spell (For all except caster who gets an extra 2D6 Rounds)
Time Rift Spell (Target or Object becomes lost in Time)
Precognition Spell** (See what happens in the next 1D6 Minutes)
UNHOLY MAGIC
Cutting Spell** (Med Range. Invisible Atk. Dam +4. Complications are Lost Limbs)
Divination Spell (See a Likely possible Future. Ritual. Sacrifice)
Desecration Spell (Despoil Good Location/Item or give place/Item an Evil Aura)
Summon Snakes Spell (Many Small Poisonous Vipers or one Giant Python for one Combat)
Geas Spell (One Continuous Command: Chop Down Forest, Don't use Weapons, Kill Dragon)
Demonology Spell (Cast any one Spell on the Diabolism List)
VOODOO MAGIC
Shamans Ways (Cast any one Spell on the Shaman List)
Necromantic Ways (Cast any one Spell on the Necromancers List)
Illusionists Ways (Cast any one Spell on the Illusionist List)
Ways of Witchcraft (Cast any one Spell on the Witchcraft List)
Mysticism (Cast any one Spell on the Mystic List)
Druidism (Cast any one Spell on the Druid List)
Voodoo Doll (Ritual. Focus Item. Target is Hurt. Up to Far Range)
WATER MAGIC
Breathe Water Spell** (up to 2D6 Target Allies for 2D6 Hours)
Summon Water Elemental Spell (For 1 Combat)
Extinguish Spell** (Put out fire. Reaction: Negate Fire Spell or Attack)
Wall of Water Spell (20 Feet High. 1 Block Long. Up to 1 Hour. Or fill Med Size Room)
Water Tentacles Spell (Short Range. Attack +1 Dam +1 Parry Defense +2. For 1 Combat)
Water Blast Spell* (Medium Range. 1D2 Adj Foes. Damage +2. Save or Knockdown)
Rock to Mud Spell (Med Range. Dam +5 vs Earth Foe. Holes in Stone Walls. Liquify Stairs)
Water Form Spell (Turn self into a Water Elemental for 1 Combat)
Walk on Water Spell (Self or target. Short Range. Up to 1 Hour)
WITCHCRAFT MAGIC
Familiar Spell (Focus Item. Cat, Toad, Snake, Spider, Raven, etc.)
Speak to the Dead Spell** (Ask 1D8 Questions)
Cauldron Spell (Focus Item. Brew Potions Spell 1x/Day)
Broom Spell (Focus Item. Fly Fast)
Crystal Ball (Focus Item. See and Hear Goings on from a great Distance 3x/Day)
Evil Eye Spell (Medium Range. Permanent Curse. Hard to get rid of. Attempts at -4)
Glamour Spell** (Appear as Someone else for one Encounter)
Toad Spell (Turn Target into a Toad. Medium Range)
WIZARDRY MAGIC
Counterspell Spell (Negate a Spell just cast within Far Range)
Knock and Lock Spell (Magically Open or Seal Door)
Detect Magic** (Sense if something is Magical or Enchanted. 10 Minutes. Medium Range)
Shield Spell** (Self or Adjacent Ally. Defense Bonus +5 for 1 Combat)
Magic Missile Spell* (1D3 Missiles. Short Range. Damage +1 each. Pick Targets)
Levitate Spell** (Fly Slow. Self, Other, or Object. Short Trip)
Animate Spell (Statue, Weapon, Tool, comes alive for 1 Combat. Some Objects will Levitate)
Disintegrate Spell (Foe, Item, Door. Save or be Destroyed. Medium Range)
Scroll Spell (Imbue a Scroll with a Spell. Requires Special Inks and Parchment)
Wizards Eye Spell (Floating Eyeball. Roams around. Caster can see through it. Lasts 1 Hour)
Unseen Servants Spell** (2D6 for Light Housework. Same Room. Distract. No Attack. 1 Hour)
Spells and Swords Chapter Links SPELLS AND SWORDS CHAPTER LINKS