⮜ All Spells
Soothe Pains of the Beast Edit
Range Touch Duration Momentary Target Individual
Ritual
Level 20
This spell looks much like a ritualistic “laying on of hands†seen in many churches. You kneel and press your hands to the wound while reciting a quiet incantation. The spell cures one Light Wound suffered by the animal. Asaron of Flambeau believes his mission in life is to repopulate the world so there will be more to kill, and thus spends seasons healing animals and people throughout Europe. In his version of this spell, a black patch in the shape of a tongue of fire is left where the wound was. A symbolic flame is seen in almost all of Asaron’s spells, making it his wizard’s sigil. (Base level 15, +1 Touch)
True Rest of the Injured Brute Edit
Range Touch Duration Moon Target Individual
Level 20
The injured target gets a +9 bonus to all Recovery rolls made while the spell is in effect. (Base 4, +1 Touch, +3 Moon)
Wings of the Soaring Wind Edit
Range Touch Duration Concentration Target Individual
Level 30
Generates a massive gust of air around you that supports and pushes you along through the air at speeds up to 40 miles per hour. Hovering in place is difficult, and requires a Finesse roll against an Ease Factor of 9 per round. It is dangerous for extended travel because if you lose concentration, you are likely to sustain serious injuries (+15 damage on average, although it may be more if the magus was very high up) Base 5, +1 Touch, +1 Conc, +2 highly unnatural, +1 Rego req.
Wrath of Whirling Winds and Water Edit
Range Sight Duration Sun Target Group
Ritual
Level 65
This spell creates an immense storm, 40 or more miles wide, of hurricane intensity. The storm builds up while you cast the ritual, and dissipates in a few seconds when the spell’s duration ends. The gale-force winds and lashing waves cause immense damage along shorelines, and the winds, rain, and lightning cause extensive damage inland as well. Visibility is reduced to a few paces, missile fire is futile, and travel is nearly suicidal. Weak structures are blown over, and all but the most seaworthy ships are certain to flounder unless they can be beached before the storm reaches full intensity. The storm is not under the caster’s control, and moves normally. (Base 5, +3 Sight, +2 Sun, +2 Group, +5 size)
Incantation of Lightning Edit
Range Voice Duration Momentary Target Individual
Level 35
A lightning bolt shoots forth from your outstretched hand in the direction you are pointing, doing +30 damage to a single target it hits. There must be nothing between you and the target. Those near the target must make Size stress rolls of 6+ to remain standing. (Base 5, +2 Voice, +4 unnatural)
Pull of the Skybound Winds Edit
Range Voice Duration Concentration Target Individual
Level 30
Makes winds rise upward, pulling one object, creature or person up to 50 feet into the sky before letting that target drop. Even a small building can be torn from its foundation, though such a building can be no larger that 20 feet to a side, and cannot be built out of a material heavier than stout wood. Uprooted objects fall randomly, unless you make a Finesse stress roll against an Ease Factor of 12 to choose where the objects will fall. (Base 5, +2 Voice, +1 Conc, +2 unnatural)
Circling Winds of Protection Edit
Range Touch Duration Concentration Target Individual
Level 20
Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each round or be blown back. Melee Attack rolls against you are at –3, and missile or thrown attacks are at –9. (Base 3, +1 Touch, +1 Conc, +2 unnatural, +1 Rego effect)
Charge of the Angry Winds Edit
Range Voice Duration Concentration Target Individual
Level 15
A wall of wind roars away from you, starting up to 10 paces away and continuing until it dissipates naturally. The wind is confined by any existing barriers, but if unconfined it can be up to a hundred paces wide. All within the area must make a Dexterity + Size stress roll of 9+ or fall down and be blown along by the winds. The rolls must be made at the start of the gale and each subsequent round that the wind is maintained. You must concentrate on the gale. Missile fire into or out of the gale is futile, and marching against the gale requires a Strength + Size stress roll of 15+. Failure in this attempt mandates another Dexterity + Size stress roll of 12+ to keep from falling.
The Shadow of Life Renewed Edit
Range Touch Duration Momentary Target Individual
Ritual
Level 75
Brings a semblance of life to a corpse. During the ritual, healing spells work on the corpse, since the body must be physically whole or it dies again once brought to life. For each day the person has been dead, roll for aging. When the ritual is complete, roll to determine the success of the attempt: Roll Result 1 body dissolves 2 body possessed by a demon, faerie, or other supernatural entity 3 mindless, useless living corpse 4–5 automaton with no Abilities over 3 6–7 automaton, Abilities as normal person’s 8 person with self-direction but no personality, and dangerously demented 9–10 person with will, but no personality In any case, the revived person is not truly alive and is unable to gain experience points. Also, the person must make an aging roll at the beginning of each year of its existence, regardless of age. This is the closest that the Order has gotten to raising a person from the dead. (Base 70, +1 Touch, no addition for requisite)
Moonbeam Edit
Range Touch Duration Concentration Target Individual
Level 3
Causes a gentle light, bright enough to read by, to shine down from above and illuminate the area described by your encircled arms. Lasts as long as you hold your arms in a circle. (Base 1, +1 Touch, +1 Conc)
Phantasmal Fire Edit
Range Voice Duration Sun Target Individual
Level 20
Makes an image of a fire (up to the size of a large campfire) that dances, illuminates, crackles, and (apparently) warms. It does not spread, burn, or protect against cold. Makes a great joke at gatherings of House Flambeau, although creating a real fire is even more popular. (Base 3, +2 Voice, +2 Sun, +1 for light from Ignem requisite)
Arc of Fiery Ribbons Edit
Range Voice Duration Momentary Target Group
Level 25
A dozen multi-hued ribbons of flame leap from your hands and fly out as far as your voice carries, covering a 60-degree arc. All those in the arc take +10 damage
Pilum of Fire Edit
Range Voice Duration Momentary Target Individual
Level 20
A 2-foot, thick, spear-shaped jet of fire flies from your palms, doing +15 damage to the individual it hits.
Phantasm of the Talking Head Edit
Range Voice Duration Diameter Target Individual
Level 10
Creates an illusory face on a wall or other flat object. The visage can speak during the spell’s duration. Individual wizards’ sigils can produce very interesting differences in how the voice sounds, how the face looks, and so on. (Base 2, +2 Voice, +1 Diam, +1 intelligible speech)
Discover the Peace of Thunder, Wind, and Rain Edit
Range Touch Duration Sun Target Individual
Level 4
This spell creates the sound of thunder, wind, and rain at the location touched, equivalent volume to a speaking person.
Words of the Unbroken Silence Edit
Range Sight Duration Momentary Target Individual
Level 10
Lets you say two words directly to the mind of a target. The target can recognize your voice and knows that the message is of supernatural origin. (Base 3, +3 Sight)
Memory of the Distant Dream Edit
Range Eye Duration Sun Target Individual
Level 20
Inserts a full and complete memory into a person’s mind. If the target gives the memory some thought and concentration, and makes an Intelligence roll of 9+, the memory is revealed as false. When the duration expires, the memory vanishes, although the subject may remember remembering it. (Base 5, +1 Eye, +2 Sun)
Pains of the Perpetual Worry Edit
Range Eye Duration Moon Target Individual
Level 20
Gives someone a nagging, taunting, painful emotion — a recurrent sense of anxiety, a fear of something he or she does not know, a fear of everything, and a fear of nothing. To have this spell cast on you is truly a curse. (Base 4, +1 Eye, +3 Moon)
Panic of the Trembling Heart Edit
Range Eye Duration Sun Target Individual
Level 15
Creates an overpowering fear in one person of a specific object, person or place. (Base 4, +1 Eye, +2 Sun)
Inception of the Subconscious Conception Edit
Range Eye Duration Sun Target Individual
Level 20
Insert an idea multiple layers deep into a person's consciousness. BWAAHHHhh! The target thinks he or she came up with the idea him- or herself. But if it is an idea the target would usually not come up with themselves, the target can give it some extra thought and if he or she makes an Intelligence roll of 9+, the idea is dismissed. When the duration expires, the sudden inspiration fades, but the target remembers coming up with the idea.
Contrary to popular belief, this spell in not thát hard to understand.
Recollection of Better Times Edit
Range Voice Duration Diameter Target Group
Level 40
A group of up to 100 people experience their best memories as a dream-like vision. This dream is not necessarily accurate with their actual history or memory, but can be an idealized version of some past event. During this time the targets will experience true happiness.
Touch of Midas Edit
Range Touch Duration Momentary Target Individual
Ritual
Level 20
This spell creates a roughly spherical lump of gold about six inches across. This weighs about 80 pounds, and is enough money to keep a peasant family in comfort for about 300 years.