Celestial Spellbook

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P is for potion S is for scroll M is for Manifold

1

Bless

Incantation: I grant you the power of a bless.

Level: 1

School: Earth (P)

Duration: Indefinite

Description: This spell gives the recipient five extra Body Points. These points are the first Body Points lost to damage. This spell cannot be used to revive an unconscious person or harm an undead.

Calm Animal

Incantation: I command this animal to be calm.

Level: 1

School: Earth

Duration: 5 Minutes

Description: By means of this spell the caster can calm one creature that is designated as an animal. This calm makes the creature docile and non-aggressive for the duration of five minutes. They cannot take any aggressive actions such as participating in combat nor will they attempt to remove the spell. The animal might wander off or simply sit down and rest for a while. This is a form of charm and will over-ride any normal behavior so long as it is effective it can be stopped by the ability Resist Charm. If anyone attacks the creature in any way this effect will mmediately be dispelled. An Aw aken or Dispel Magic will also work to remove this effect. This will not affect magical animals, hybrid animals, animal men, only ordinary animals, fish, and birds. For example an eagle would be affected but it would not affect a gryphon, a phoenix, or a biata. A bull would be affected but it would not affect a minotaur or a bull scavenger. A horse would be affected but a unicorn would not. This spell has no effect on any being which is not designated as an ordinary animal though it will still trigger a Shield Magic or similar protective.

Cause Light Wounds

Incantation: I call upon chaos to cause light wounds 5.

Level: 1

School: Earth (P) (M)

Duration: Instant

Description: This spell will deal 5 points of body damage to the target. It does not affect armor. It will cure 5 Body Points of damage on an undead creature.

Cure Light Wounds

Incantation: I call upon the earth to cure light wounds 5.

Level: 1

School: Earth (P) (M)

Duration: Instant

Description: This spell will restore up to 5 points of body damage but never more than a character’s maximum. It will restore an unconscious character but will not resurrect a dead one. Against undead, this spell will do 5 points of body damage.

Endow

Incantation: I grant you the power of an endow.

Level: 1

School: Celestial (S) (M)

Duration: Indefinite

Description: This spell endows the recipient with the ability to do three extra points of damage on the next swing, if it hits the target. The total damage must be announced while swinging. Once called, the spell is used up whether the blow was successful or not. The spell may be stacked with two other Blade Effects see Table 5-6 on page 64 , but the spells will only work one at a time. It does not allow you to hurt a monster that can only be damaged by magical weapons. Endow will not benefit creatures that have Superhuman Strength greater than +1, and will only add one to a creature with +1 strength.

Free Undead

Incantation: I call upon chaos to free undead.

Level: 1

School: Earth

Duration: Instant

Description: This spell free an undead creature from the effects of a Trap Undead spell. This spell will not affect a living target, although it will remove a living person’s Shield Magic or Reflect Magic.

Fumble

Incantation: I summon a force to fumble your <item>.

Level: 1

School: Celestial (S) Earth

Duration: Instant

Description: This spell causes the target to be unable to use a specific hand-held item. Only the item named may be fumbled in this manner. Saying a general description like “weapon” is fine, although if the target is holding two items which match the description, then it is the target’s choice as to which they cannot use. A shield is not considered a “weapon” for purposes of this spell. Spell packets cannot be affected, while orange gas globes can be affected.

Illumination

Incantation: I grant you the power of illumination.

Level: 1

School: Celestial Earth

Duration: 5 Days

Description: This spell produces a glowing light and allows the caster to kindle a light wand. The light can then be used by anyone. It will not work without a phys-rep. You cannot cast a Illumination spell at a person or tree and have the person or tree glow. There must be a properly dimmed flashlight or other out-of-game light source provided. The spell lasts until it is dispelled. If using a flashlight for this spell, the lens of the flashlight must be covered by a cloth, tissue paper or a gel to diffuse the light. Do not shine the light in anyone’s face. This spell can not be thrown.

Improved Hearth

Incantation: With eldrich force I build an improved hearth.

Level: 1

School: Celestial Earth

Duration: 1 Hour

Description: This spell must be cast on an area already prepared as a hearth using the skill Prepare Hearth. Once cast by the character who prepared the hearth the duration of the hearth is extended to 1 hour but only works for the school of magic from which it was cast. The hearth no longer ends if the caster leaves it, is targeted with a Dispel Magic, or dies but it will end if the room is targeted with a Dispel Magic. When cast the caster must place an individually recognizable stylized “H” up on the door or wall obviously indicating that a hearth is in affect, the “H” is OOG the way a “W” is for a ward. If the room is dispelled the “H” must be removed. A player must confirm their “H” is still present before using an improved hearth. A player may cast this spell from both schools of magic in order to have the effect of the hearth for both schools. If they do this the “H” must reflect this to them. Multiple characters can have this effect active on the same area, but each Improved Hearth must have its own “H” which must be recognizable by the player who cast it and distinct from any others. This spell can not be thrown.

Magic Missle

Incantation: I call fourth a magic missle 5.

Level: 1

School: Celestial (S)

Duration: Instant

Description: This spell does 5 points of eldritch damage to the victim.

Shield

Incantation: With eldrich force I grant you a shield 5.

Level: 1

School: Celestial (S) (M)

Duration: Indefinite

Description: This spell gives the recipient five extra Armor Points. These extra points are the first Armor Points lost due to damage.

Shun Animal

Incantation: I command this animal to shun me.

Level: 1

School: Earth

Duration: 5 Minutes

Description: This acts as a Shun spell, but will only affect an ordinary animal.

Stabilize

Incantation: I call upon the earth to stabilize you.

Level: 1

School: Earth

Duration: Continuous

Description: When cast the target of this spell is stabilized as if the First Aid skill had been successfully used upon them. For this to work the target must have been able to be affected by the skill first aid. The caster may continue to perform the verse without actually casting the spell on a target each time the verse is stated without breaking the spell.

Trap Undead

Incantation: I call upon the earth to trap undead.

Level: 1

School: Earth

Duration: Line of Sight

Description: This spell will act upon a lesser undead as a Pin spell, but the undead may not rip free. This spell will not affect a living target, although it will remove a living person’s Shield Magic or Reflect Magic.

2

Cause Wounds

Incantation: I call upon chaos to cause wounds 10

Level: 2

School: Earth (P) (M)

Duration: Instant

Description: This spell will deal 10 points of body damage to the target. It does not affect armor. It will cure 10 Body Points to an undead creature.

Control Undead

Incantation: I call upon chaos to control undead.

Level: 2

School: Earth

Duration: 5 Minutes

Description: This spell allows the caster to control one lesser undead for 5 minutes. Tasks may not involve any sentient thought higher than an animal. “Guard this” is fine, but “Count all the leaves on that tree” requires sentience and will not work. The most recent Control Undead effect takes precedent, if there is a conflict. This spell will not affect a living target, although it will remove a living person’s Shield Magic or Reflect Magic. This effect is stronger than calm, Calm animal, Charm, Charm Animal, Shun, Shun Animal or Fear. The most recent Control Undead, Vampire Charm or Enslavement effect will take precedent if there is a conflict Table 5-6 on page 64.

Cure Wounds

Incantation: I call upon the earth to cure wounds 10.

Level: 2

School: Earth (P) (M)

Duration: Instant

Description: This spell will restore up to 10 points of body damage but never more than a character’s maximum. It will restore an unconscious character but will not resurrect a dead one. Against undead, this spell will do 10 points of body damage.

Delayed Endow

Incantation: I grant you the power of a delayed endow.

Level: 2

School: Celestial (S) (M)

Duration: Indefinite

Description: This spell endows the recipient with the ability to do two extra points of damage for one swing if it hits the target. The total damage must be announced while swinging. Once called the spell is used up whether the blow was successful or not. Unlike a normal Endow the recipient may choose when to use a Delayed Endow. The recipient may also expend this spell to rip form Pin as per the monster ability. Delayed endow ill not benefit creatures that have Superhuman Strenght greater than +1 and will only add +1 to a creature with +1 strength. The spell may be stacked with other Blade Effects(maximum three spells total).

Detect Magic

Incantation: I call fourth mystic power to detect magic.

Level: 2

School: Celestial (S) Earth

Duration: Instant

Description: Casting this spell on an object or person will reveal to the caster and only the caster if any magic is present. Any visible items worn or carried by the target will be revealed, but items hidden under clothing or in bags or boxes will not be. This spell will cover up to a door sized area. The subject must tell the caster which (if any) magic items are visible, and which schools of magic are present on all of the detected items (Earth, Celestial, Both or Other.) If the subject has any spell defenses currently active (such as Endow or Magic Armor), then the subject will detect as magical to the caster. This does not overshadow any items on the person. In other words, the fact that a subject has a Shield spell upon him or her does not cover the fact that a magic item is worn. If cast upon a Circle of Power or Ward, this spell will not only detect the target’s school, but also whether the target’s duration is ten minutes, one hour, one year or two years.

Empathic Healing

Incantation: I call upon the earth to transfer <effect>.

Level: 2

School: Earth

Duration: Instant

Description: This spell allows the caster to transfer one detrimental effect from the target to the caster. The effects this spell may transfer to the caster are Disease, Curse, Paralyze, Silence, Sleep, Taint Blood, Weakness, Wither Limb, Drain, Drain Life, Feeblemind, Hallucinoid, Intoxicant, Nausea, Paralyze, and Vertigo. No effect not on this list may be transferred using Empathic Healing. The caster cannot use spell protectives or combat abilities like Dodg e or Phase to negate the effect upon them. If the effect is not inflicted upon the caster because of immunity to the effect, a formal magic defense, or a magical item, then the spell fails. The caster must take the effect or use a racial resist for the spell to succeed. The caster must begin the duration of the negative effect they take upon themselves from the point they take the effect not when it was originally cast on the one they removed it from.

Lightning Bolt

Incantation: I call fourth a lightning bolt 10.

Level: 2

School: Celestial (S)

Duration: Instant

Description: This spell does 10 points of eldritch lightning damage to the victim.

Magic Armor

Incantation: I grant you the power of a magic armor.

Level: 2

School: Celestial (S) Earth (P) (M)

Duration: Indefinite

Description: A Magic Armor spell will protect the recipient from the next single strike by a NERO-safe weapon or any attack with the word “physical” in the verbal. The recipient must state “Magic Armor.” The attack and the Magic Armor will then be expended. This does not protect against a Killing Blow or a fall, nor does it work against any traps other than weapon traps. A Magic Armor will be blown even if the amount of damage called is “zero.”

Pin

Incantation: With mystic force I pin you.

Level: 2

School: Celestial (S) Earth

Duration: Line of Sight

Description: This spell will root the target’s right foot in place. The target may pivot their body 360 degrees but may not move their right foot. The Pin can be removed with a Release spell or a Dispel Magic.

Repel

Incantation: With mystic force I repel you.

Level: 2

School: Celestial (S) Earth

Duration: Concentration

Description: This spell requires the caster to hit a target and hold the hand used to throw the packet palm out, facing the recipient. The victim and the target must then stay at least 10 feet apart while the spell is in effect. When the spell is first cast, the recipient must move 10 feet away from the caster. After that, neither the recipient nor the caster may approach within 10 feet of each other; the caster cannot approach the recipient any easier than the recipient may approach the caster. Either could back away. If it is impossible for the recipient to move more than 10 feet away from the caster because of physical obstructions when the spell is cast, the caster must first attempt to move 10 feet away from the recipient. The caster must hold out a hand, palm out, towards the recipient. That hand cannot be used for any other purpose. This spell is not a charm effect and cannot be resisted with the racial ability Resist Charm.

Turn Undead

Incantation: I Call upon the earth to turn undead.

Level: 2

School: Earth

Duration: 5 Minutes

Description: This spell will affect lesser undead creatures, causing them to leave the area of combat immediately by attempting to break Line of Sight. A Dispel Magic or Free Undead will rid the creature of this spell, allowing it to return. Greater undead are not affected by this spell in the same manner. This spell will not affect a living target, although it will remove any creature’s Shield Magic or Reflect Magic.

3

Cause Disease

Incantation: I call upon chaos to cause disease.

Level: 3

School: Earth (P) (M)

Duration: Indefinite

Description: This spell will infect the recipient with a debilitating disease. The infection is not contagious, but makes the target unable to run. The spell Purify Blood will not cure someone under the effects of this spell. This spell might not be effective against creatures with no metabolism.

Cure Disease

Incantation: I call upon the earth to cure diease.

Level: 3

School: Earth (P) (M)

Duration: Instant

Description: This spell will cure a character infected with a disease.

Harm Undead

Incantation: I call upon the earth to harm undead.

Level: 3

School: Earth

Duration: Instant

Description: This spell will deal 30 points of body damage to an undead creature. This spell will not affect a living target, although like all spells it will remove a living person’s Shield Magic or Reflect Magic.

Help Undead

Incantation: I call upon chaos to help undead.

Level: 3

School: Earth

Duration: Instant

Description: This spell will heal an undead creature for 30 points of body damage. This spell will not affect a living target although like all spells it will remove a living person’s Shield Magic or Reflect Magic.

Ice Bolt

Incantation: I call fourth an ice bolt 15.

Level: 3

School: Celestial (S)

Duration: Instant

Description: This spell does 15 points of eldritch ice damage to the victim.

Refit Armor

Incantation: I summon a force to refit this armor.

Level: 3

School: Celestial (M)

Duration: Instant

Description: This spell instantly refits armor to its full value This spell only works on actual physical armor.

Remove Weakness

Incantation: I rid you of your weakness.

Level: 3

School: Earth (P) (M)

Duration: Instant

Description: This spell will remove all active Weakness effects on a creature.

Shatter

Incantation: I summon a force to shatter your <item>.

Level: 3

School: Celestial (S) Earth

Duration: Instant

Description: This spell may be cast upon any weapon or shield or any item up to a shield in size. It may also be cast at a creature, to affect such an item. This spell will not shatter a shield-like hole in something larger than a shield, nor will it have any effect on armor. The item affected is rendered completely useless. This spell will not work on an unshatterable item or a magically protected item. Shattering an item that has other items within or fastened to it will destroy all of the items. This spell will shatter not only a shield but also any scrolls attached to the back. Shattering a box or door will set off any traps present as well as the items within. After the item is shattered the prop for the item remains, but is unusable.

Weakness

Incantation: I curse you with weakness.

Level: 3

School: Earth (P)

Duration: Indefinite

Description: This spell will curse the victim to do 5 points less damage with every swing (minimum damage being zero, of course). This spell does not actually reduce a creature’s strength. It affects all weapon damage in the same way, whether the weapon is used with one hand or two hands. This spell lasts until removed with a Remove Weakness or a Dispel Magic. Multiple Weakness effects do not stack.

4

Awaken

Incantation: I command you to awaken.

Level: 4

School: Celestial (S) Earth (P) (M)

Duration: Instant

Description: This spell awakens the recipient from a Waylay, any sleep effect, and the charm effects Calm, Calm animal, Calm, Calm Animal, Shun, shun Animal, Silence, Fear, and Vampire Charm. It does not in any way affect Enslavement.

Bind

Incantation: With mystic force I bind you.

Level: 4

School: Celestial (S) Earth

Duration: line of sight

Description: This spell snares the victim’s arms, binding them straight to its sides. The victim may talk freely, but may not use any game skills requiring use of the arms, including using a weapon or shield, casting a spell, or activating a gas globe. The victim may walk, run, or leave the combat area as desired. This spell does not prevent the victim from being searched or being given a Killing Blow, although a moving victim is unlikely to allow either action.

Calm

Incantation: I command you to be calm.

Level: 4

School: Celestial Earth

Duration: 5 Minutes

Description: By means of this spell the caster can calm one target. This makes the target docile and non-aggressive for the duration of five minutes. The target might wander off, head for the tavern for a drink, or simply sit down and rest for a while. They cannot take any aggressive actions while under the effect of this spell, they will not participate in combat nor will they attempt to remove the spell. This is a form of charm and will over-ride any normal behavior so long as it is effective it can be stopped by the ability Resist Charm. If anyone attacks the target in any way this effect will immediately be dispelled. An Awaken or Dispel Magic will also work to remove this effect.

Cause Serious Wounds

Incantation: I call upon chaos to cause serious wounds 20.

Level: 4

School: Earth (P) (M)

Duration: Instant

Description: This spell will deal 20 points of body damage to the target. It does not affect armor. It will cure 20 Body Points to an undead creature.

Cure Serious Wounds

Incantation: I call upon the earth to cure serious wounds 20

Level: 4

School: Earth (P) (M)

Duration: Instant

Description: This spell will restore up to 20 points of body damage but never more than a character’s maximum. It will restore an unconscious character but will not resurrect a dead one. Against undead, this spell will do 20 points of body damage.

Desecrate

Incantation: I call upon chaos to desecrate you.

Level: 4

School: Earth

Duration: Indefinite

Description: The recipient is protected against all non-ranged atacks from living creatures. ranged attacks (such as spells missile weapons and gas globes) can affect the recipient. this spell will remain in effect as long as the subject’s hands are crossed on their chest and they do not receive any body damage. I f you are unsure if an attacker is living or not you will affected by them. YTou may not call a Hold or otherwise go out of game to ascertain their status. the character with a Desecrate active may use no game abilities except touchcasting on themselves. Attempting to pick up an item will disrupt the spell.

Elemental Blade

Incantation: I grant you the power of an elemental blade.

Level: 4

School: Celestial (S) (M)

Duration: Indefinite

Description: This spell allows the recipient to do five extra points of damage for one swing if the blow is successful. The spell is used up whether the blow is successful or not. Unlike an Endow, the recipient may choose when to use an Elemental Blade. The recipient must announce the total damage while swinging. This damage will not set anything alight, freeze it, turn it to stone, etc. The extra damage comes from the spell’s eldritch effect, and its bonus can added fully to damage done by creatures with Superhuman Strength. The spell may be stacked with two other Blade Effects see Table 5-6 on page 64, but the spells will only work one at a time. It does not allow you to hurt a monster that can only be damaged by magical weapons. When using this spell, you may call out “Fire, Ice, Lightning or Stone” as a damage type. The user of the spell chooses the type of damage done. The damage type is chosen when the damage is added to the weapon blow.

Flame Bolt

Incantation: I call fourth a flame Bolt 20.

Level: 4

School: Celestial (S)

Duration: Instant

Description: This spell deals 20 points of eldritch fire damage to the victim.

Poison Shield

Incantation: I grant you the power of a poison shield.

Level: 4

School: Earth (M)

Duration: Indefinite

Description: This spell protects the recipient from the next attack with the word “poison” in the verbal. It is then immediately used up. It will not protect against ingested elixirs. When used, the call is “Poison Shield.”

Remove Fear

Incantation: I rid you of your fear.

Level: 4

School: Celestial Earth

Duration: Instant

Description: This spell will remove the effect fear from the target. The caster may continue to perform the verse without actually casting the spell on a target each time the verse is stated without disrupting the spell.

Sanctuary

Incantation: I call upon the earth to grant you sanctuary.

Level: 4

School: Earth

Duration: Indefinite

Description: This spell will remain in effect as long as the subject’s hands are clasped overhead and they do not receive any body damage. The recipient is protected against all non-ranged attacks from undead creatures. Ranged attacks (such as spells, missile weapons, and gas globes) can affect the recipient. If you are unsure if an attacker is undead or not, you will be affected by them. You may not call a Hold or otherwise go out of game to ascertain their status. The character with a Sanctuary active may use no game abilities except touchcasting on themselves. Attempting to pick up an item will disrupt the spell.

Shun

Incantation: I command you to shun me.

Level: 4

School: Celestial (S) Earth (P) (M)

Duration: 5 Minutes

Description: This spell causes the victim to feel great discomfort around the caster. The victim will not attack the caster, and will immediately move at least 10 feet away from the caster and stay at least that far away while the spell is in effect. If the victim is within the 10 feet when the spell is cast, the victim must move away, but never in a manner that will endanger the victim or cause direct harm to them. In other words, they cannot be made to jump off a cliff or walk towards a magical rift or do any other action which would cause harm (much like a Charm spell cannot force the victim to take self-destructive actions). This spell does not create a 10 foot magical circle around the caster which is effective only upon the vic tim; if the victim has to come closer than ten feet in order to get away (say for example, to pass close to the caster in order to get to an exit), then that is permissible. While within that 10 foot area however, the victim can take no in-game actions against the caster. If the caster attacks the target, the Shun ends immediately. This spell is a type of charm and can be resisted with the racial ability Resist Charm, and it can be cured with an Aw aken spell or Dispel Magic spell. Stronger charms such as Vampire Charm or Enslavement will override its effects. See Table 5-6 on page 64.

5

Purify Blood

Incantation: I call upon the earth to purify your blood.

Level: 5

School: Earth (P) (M)

Duration: Instant

Description: This spell will cleanse the recipient’s blood, removing any and all alchemical effects or monster effects with the word “poison” in the verbal that are currently active on the character, even beneficial ones. It will also remove the effects Berserk, Feeblemind, Forget-it-Well, Forget-Me-Not, Hallucinoid, Intoxicant, Nausea, Paranoia, and Vertigo regardless of the delivery type. It will not remove a Poison Shield or Enslavement. It is also a very good in-game cure for an in-game hangover. Purify Blood will not cure any damage previously wrought by a numerical poison effect.

Release

Incantation: With mystic force I release you.

Level: 5

School: Celestial (S) Earth (P) (M)

Duration: Instant

Description: This spell will release a creature caught in a Pin, Bind, Web or Confine effect, as well as negating all active Paste of Stickiness effects upon the creature. It will not free someone who has been Paralyzed or Imprisoned. A Release spell can also be used to free someone bound by any non-magical means (such as handcuffed, tied up, or gripped by a tentacle). It will not unlock a cell door, but will open a stock if the creature is locked in one.

Shield Magic

Incantation: I call fourth mystic power to shield magic.

Level: 5

School: Celestial (S) Earth (P) (M)

Duration: Indefinite

Description: This spell will cancel the next spell cast at the recipient, including beneficial spells, after which it is used up. You must say “Shield Magic” immediately when this spell is used. Shield Magic will only work on spells delivered via packet, Glyph (See the Formal Magic section for more details), or Spell Strike. Shield Magic cannot be used in conjunction with a Reflect Magic. If you have a Shield Magic active, you may still “accept” spells that are touch-cast. You cannot “accept” thrown spells. See “Spell Disruption” on page 46 for more details.

Silence

Incantation: I command you to silence.

Level: 5

School: Celestial Earth

Duration: 5 minutes

Description: The victim of this spell cannot talk and cannot cast any spell. The victim must still call out the damage points his or her weapons do if combat ensues while the spell is in effect, as well as any out-of-game “trigger” phrases such as “Reflect Magic” or “Parry.” The silence can be removed by either Aw aken or Dispel Magic. This is not a charm spell and thus it cannot be resisted by those with the Resist Charm ability.

Silver Aura

Incantation: I grant you the power of a silver aura.

Level: 5

School: Celestial (S) (M)

Duration: Indefinite

Description: This spell will allow the recipient to use the weapon type silver against one opponent in the manner of a critical attack. It will not confer any additional damage. The target may choose to end the effect at any time but cannot reactivate it without using another casting of the spell. The spell may be stacked with two other Blade Effects see Table 5-6 on page 64 , but the spells will only work one at a time.

Stone Bolt

Incantation: I call fourth a stone bolt 25.

Level: 5

School: Celestial (S)

Duration: Instant

Description: This spell deals 25 points of eldritch stone damage to the victim.

Taint Blood

Incantation: I call upon chaos to taint your blood.

Level: 5

School: Earth (P)

Duration: Indefinite

Description: This spell will introduce impurities into the victim’s blood. The victim is left extremely weak, and unable to fight or move faster than normal walking speed. The victim becomes unable to use any game skills. This spell might not function against creatures with no metabolism. This spell can be removed by a Purify Blood spell or a Dispel Magic spell.

Web

Incantation: With mystic force I web you.

Level: 5

School: Celestial (S) Earth

Duration: Line of Sight

Description: This spell snares the arms of its victim, binding them straight to its sides, and immobilizes the victim completely from the neck down. The victim may talk freely, but may not use any game skills requiring use of the arms, including using a weapon or shield, casting a spell, or activating a gas globe. The victim may not walk, run, or be moved in any way. Any item the victim is holding cannot be dropped. However, since the effect allows the victim to be searched, anyone else can choose to physically remove a hand-held item from the victim simply by searching” them. Even a victim with Superhuman Strength cannot prevent himself from being “searched” in this manner. This spell does not prevent the victim from being searched or being given a Killing Blow.

6

Cause Critical Wounds

Incantation: I call upon chaos to cause critical wounds 30.

Level: 6

School: Earth (P)

Duration: Instant

Description: This spell will deal 30 points of body damage to the target. It does not affect armor. It will cure 30 Body Points to an undead creature.

Circle of Harmony

Incantation: With eldrich force I build a circle of harmony

Level: 6

School: Celestial Earth

Duration: 1 Hour

Description: The caster may draw out or construct an intricate circle which acts as a prepared hearth, for the school of magic from which this spell was cast, without the need to be indoors. The circle must consist of a circle within a circle to form a circular band. Between the two circles their must be no less than eight symbols or glyphs. The circle must be fully prepared before the spell is cast. The maximum radius of the outer circle is six feet, and the inner circle must be at least six inches smaller in radius. The area within the outer circle represents the area of effect. The spell lasts for one hour or until the circle is in part or whole erased, pulled apart, destroyed, or a Dispel maGic is cast upon the phys-rep. The caster must place an individually recognizable styled “H” in the center of the circle as if it were a hearth indicating it is active, the “H” is OOG the way a “W” is for a ward. The circle remains active even if the caster leaves it but if dispelled or otherwise disrupted the “H” must be removed. A player must confrm their “H” is still present before using a circle of harmony. A player may cast this spell from both schools of magic in order to have the effect of the hearth for both schools. If they do this the “H” must reflect this to them. Multiple characters can have this effect active on the same area, but each circle of harmony must have its own “H” which must be recognizable by the player who cast it and distinct from any others.

Cure Critical Wounds

Incantation: I call upon the earth to cure crtical wounds 30.

Level: 6

School: Earth (P) (M)

Duration: Instant

Description: This spell will restore up to 30 points of body damage but never more than a character’s maximum. It will restore an unconscious or dying character but will not resurrect a dead one. Against undead this spell will deal 30 points of body damage.

Destroy

Incantation: I summon a force to destroy your <item>.

Level: 6

School: Celestial (S) Earth

Duration: Instant

Description: This spell will render any tagged object up to the size of a normal door, useless. It can not be used to create a door-sized hole in an object larger than a door. It can target a suit of armor, although the Shield spell, and Dexterity Armor will be unaffected. Armor successfully destroyed will require the tag to be discarded as useless. This spell will not work on an item that has been Rendered Indestructible. It may also be cast at a creature to affect such an item, or to target the creature directly as some creatures may be harmed by this spell. If the caster does not specify an item or if the spell is received from a carrier attack, then it is the target’s choice as to which currently non-rendered item matching the description becomes Destroyed. If no item exists call “got it” see stacking spells “Stacked Effects” on page 47. Destroying an item that has other items within, hanging from, or fastened to it will destroy all of the items. This spell will destroy not only a shield but also any scrolls , or Gas globes, etc. attached to the back. Destroying a trapped door or item will set off and destroy the trap as well. After the item is destroyed the prop for the item remains, but is unusable.

Elemental Shield

Incantation: I grant you the power of an elemental shield.

Level: 6

School: Celestial (S) Earth (P) (M)

Duration: Indefinite

Description: This spell protects the recipient from the next effect with the word “elemental” in the verbal. It is then immediately used up. When used, the call is “Elemental Shield.”

Enchanted Blade

Incantation: I grant you the power of an enchanted blade.

Level: 6

School: Celestial (S) (M)

Duration: Indefinite

Description: This spell allows the recipient to use the “Magic” weapon type against one opponent for the one battle, in the manner of a Critical Attack page 35 The recipient may choose when to use the Enchanted Blade, and must announce the total damage of the swing while saying “Magic” instead of “Normal” or “Silver.” The spell may be stacked with other Endow/Blade spells (maximum three spells total), but the spells will only work one at a time. Enchanted Blade will have no effect with a Damage Aura or Magic Aura.

Enflame

Incantation: I summon a force to enflame your <item> 20.

Level: 6

School: Celestial

Duration: Instant

Description: This spell causes any hand-held item to burst into fire for 5 seconds, dealing 20 points of eldritch fire damage to the person or creature carrying the item as if they were struck by a Flame Bolt. It will also act as a Fumble spell towards that item if the creature was affected by the fire. A defense against Fire will negate this spell.

Lightning Storm

Incantation: I call fourth a lightning storm 30

Level: 6

School: Celestial

Duration: Instant

Description: This spell does 30 points of eldritch lightning damage to the victim.

Remove Physical Affliction

Incantation: I rid you of your physical affliction.

Level: 6

School: Earth (P) (M)

Duration: Instant

Description: This spell will remove all currently active effects with “Physical” in the verbal from the target. Damage is not cured.

Sleep

Incantation: I command you to sleep.

Level: 6

School: Celestial (S) Earth (P)

Duration: 5 minutes

Description: Sleep causes the target to instantly fall into a deep sleep. The target will not awaken for 5 minutes unless someone shakes them vigorously while shouting for them to wake. It takes one minute of shaking and shouting to wake a person this way. An Awaken or Dispel Magic spell will wake the victim immediately. This spell will not work on some creatures without a metabolism, such as undead creatures, golems, or some giant insects. It can be resisted by creatures with a Resist Sleep ability.

7

Charm

Incantation: I command you to be charmed.

Level: 7

School: Celestial Earth

Duration: 5 Minutes

Description: This spell makes the victim view the caster as his or her best friend in the whole world. While this spell is in effect, no amount of logic or role-playing will convince the victim that he or she has been Charmed, and the victim will not remember the casting of the spell until after it has worn off or been cured. An attack on the victim by the caster’s party will not immediately break the spell, but if the caster cannot come up with a good reason why he or she is not helping to defend the victim, then that will. If the caster attacks the victim, then the spell is broken immediately. A victim of this spell will not do anything completely against his or her own nature (such as attack his or her own party) unless a very good reason can be given by the caster. The spell does not turn the victim into a mindless robot blindly following orders, but it does require the victim to stay by the side of the new “friend” and listen to his or her suggestions.” (Note that this assumes that they both speak the same language. You cannot obey a “suggestion” that you don’t understand.) This spell only works on creatures that have a mind as defined by the game. Several creatures (such as lesser undead, golems, or some giant insects) do not have a mind that can be affected by this spell. After the spell’s duration expires, the victim remembers everything that happened except the actual casting of the Charm spell. Depending upon the circumstances,the victim might sometimes realize that he or she had been charmed. Note that this spell is not strong enough to override Control Undead, Fear, Enslavement or Vampire Charm Table 5-6 on page 64.

Create Undead

Incantation: I call upon chaos to create undead.

Level: 7

School: Earth

Duration: 5 Minutes

Description: This spell only works on a corpse that has not previously been animated and will pull the character’s spirit back to reanimate its former body. The resulting zombie will then follow the caster’s commands as if a control undead spell had been cast upon it. Note that this spell must be cast within the fie minute period between a character’s death and the point where the spirit heads to the Earth Circle for resurrection. This spell transforms the individual into a mindless berserker who will fight at their normal speed until reduced to no hit points or until ordered to stop by the caster. The creature’s visual appearance does not change. While Created as an undead the fie minute count until resurrection is suspended. If the zombie is reduced to zero Body Points or takes effect from a Dispel Magic then the spell ends and the resurrection count resumes where it left off. The spirit will remember nothing of the time spent as a zombie. The zombie created will have the maximum body points the victim had in life.

Curse

Incantation: I curse you with destruction.

Level: 7

School: Earth (P)

Duration: Indefinite

Description: This spell will cause the victim to take double damage from all attacks that would affect them. It can be removed by a Remove Curse or a Dispel Magic. The damage taken is doubled before any Spell Defenses are applied. The Curse effect does not lower a creature’s Threshold, nor does it make the creature affected by additional attacks that would not normally affect it.

Destroy Undead

Incantation: I call upon the earth to destroy undead 70.

Level: 7

School: Earth

Duration: Instant

Description: This spell will destroy any one lesser undead creature. Greater undead will take 70 points of body damage. this spell will not affect a living target although like all spells it will remove a living person’s shield magic or reflect magic.

Extended Hearth

Incantation: With eldrich force I build an extended hearth.

Level: 7

School: Celestial Earth

Duration: Indefinite

Description: When this spell is cast on an existing circle of power or ward it will allow the circle or ward to act as a prepared hearth for the caster for the school this spell was cast from. The prepared hearth will last as long as the circle or ward if they are not already extended through formal magic. If they are already extended through formal magic this spell will last for five days. The extended hearth is only dispelled if the circle or ward is destroyed, a Dispel Magic will not suffice. When cast the caster must place an individually recognizable stylized “H” up on the door or wall or within the center of the circle obviously indicating that a hearth is in affect, the “H” is OOG the way a “W” is for a ward. If the effect is dispelled the “H” must be removed. A player must confirm their “H” is still present before using an extended hearth. A player may cast this spell from both schools of magic in order to have the effect of the hearth for both schools. If they do this the “H” must reflect this to them. Multiple characters can have this effect active on the same area, but each Extended Hearth must have its own “H” which must be recognizable by the player who cast it and distinct fromany others. This spell cannot be thrown.

Guardian of the Four

Incantation: I grant you the power of a <fire, ide, lightning or stone> shield.

Level: 7

School: Celestial (S) (M)

Duration: Indefinite

Description: This spell grants a shield to fire, ice, lightning, or stone as determined by the caster at the time of casting. This will nearly always be the first protective spell lost if it is appropriate to defend against an attack and will be used before a Shield Magic, Elemental Shield, Magic Armor or any other automatic protective effect other than Displacement which still comes before this spell. This spell will defend against packet delivered attacks and weapon delivered attacks as long as the damage or effect type is appropriate. For combined effects such as Enflame where the spell is both a fire attack and another effect this spell will protect against both. A player may have only a single casting of this spell upon them if another casting is placed upon them it will replace the prior one. When struck by an appropriate attack the spell automatically goes off the target may not choose to accept the spell and save this protection for later. This protective will be set off prior to any more general protective such as a Shield Magic. The caster may choose to accept a touch cast effect under the protection of this spell. When used, the call is “<fire, ice, lightning, stone> Shield.”

Ice Storm

Incantation: I call fourth an ice storm 35.

Level: 7

School: Celestial (S) (M)

Duration: Instant

Description: This spell does 35 points of eldritch ice damage to the victim.

Lesser Divestiture

Incantation: With eldrich force I remove your investiture.

Level: 7

School: Celestial

Duration: Instant

Description: This spell will Divest a person from a Ward or Mystic Lock. The caster of this spell must already be Invested. If Divesting from a Ward, the caster and the subject must both be within the Ward at the time of casting. If Divesting from a Mystic Lock, the caster and subject must both be touching the Mystic Locked chest at the time of casting. The subject’s name must then be removed from the appropriate marshal notes. A person Divested is no longer Invested in the Ward or Mystic Lock. This spell can not be thrown.

Lesser Investiture

Incantation: With eldrich force I grant you investiture.

Level: 7

School: Celestial

Duration: 5 days

Description: This spell will Invest a person into a Ward or Mystic Lock. The caster of this spell must already be Invested. If Investing into a Ward, the caster and the subject must both be within the Ward at the time of casting. If Investing into a Mystic Lock, the caster and subject must both be touching the Mystic Locked chest at the time of casting. The subject’s name must then be added to the appropriate marshal notes. This spell can not be thrown.

Mystic Lock

Incantation: With eldrich force I build a mystic lock.

Level: 7

School: Celestial

Duration: 5 Days

Description: This spell magically seals a single box or chest which becomes immobile once the spell is cast. It will not work on a container that already has magical properties. The size of the box is limited to a rectangular solid 3ft x 3ft x 6ft and no larger. No effect, person or object may pass through the Mystic Lock unless as described below. Anyone touching the Mystic Lock during the casting of the spell will receive an Investiture to the Mystic Lock. The names of the people Invested must be written in the room’s marshal notes. Investiture in a Mystic Lock allows you to place and retrieve items within the chest, however no people or dead bodies may ever be placed inside a Mystic Lock. Mystic Lock is not affected by Dispel Magic. The chest must be visibly marked to indicate the presence of the Mystic Lock by attaching a large clearly visible “W”. You may not Mystic Lock a box in order to obstruct or hinder movement. This spell cannot be thrown.

Remove Curse

Incantation: I rid you of your curse.

Level: 7

School: Earth (P) (M)

Duration: Instant

Description: This spell will cancel a Curse spell but will not restore any Body Points lost. It will not rid anyone of a Gadabari Hex.

Remove Drain

Incantation: I rid you of your drain.

Level: 7

School: Earth (P)

Duration: Instant

Description: The target of this spell is cured of the drain effect but not of the Drain Life effect which still requires a Life spell to remove.

Restore Limbs

Incantation: I call upon the earth to restore you limbs.

Level: 7

School: Earth (P) (M)

Duration: Instant

Description: This spell causes all of the target’s Withered limbs to become usable and restored.

Tarry

Incantation: I grant you the gift of tarrying.

Level: 7

School: Earth

Duration: 5 Minutes

Description: The target of this spell must be dead and within their five minute death count and able to benefit from a Life spell. The target will have their death count extended by five minutes. This spell can be cast on a target multiple times but they must have five minutes or less left on their death count or it will not work and the spell will be lost. Tarry cannot extend a death count past the time of reset and if it has already extended the count past the initial five minutes when reset occurs the effect will end and the character will go to resurrect. This spell can never be used to allow the target to receive a life spell gained in the next reset period if the initial death count expired during the previous reset period. It can never be used to force a character to take multiple castings of the obliterate formal. At any point past the initial five minute death count the target may chose to end their count and r esurrect immediately, a spirit may not be held for longer than their initial five minutes using a tarry against their will even if enslaved or controlled in any other manner.

Wither Limb

Incantation: I call upon chaos to wither your <Limb>.

Level: 7

School: Earth (P)

Duration: Indefinite

Description: This spell causes the target’s limb to become aged and infirm. The limb may be specified by the caster (right or left leg or arm). You can have up to four Wither Limb spells upon you at a time. No weapon may be wielded by that limb nor may the limb be used for locomotion or spell casting. If a leg is withered you must kneel down (unless you can’t due to a medical reason), you may not hop on the remaining leg. Only an arm or leg can be thus withered. Tentacles or similar appendages are considered arms for this purpose. The head, tongue, or any other such organ do not count as limbs. A Dispel Magic will remove all active Wither Limb spells. If the caster does not specify, or if the spell is received from a Potion or carrier attack, then it is the target’s choice as to which currently un-withered limb becomes withered. If all your limbs are withered, call “got it.” See “Stacked Effects” on page 47.

8

Cause Mortal Wounds

Incantation: I call upon chaos to cause mortal wounds 40.

Level: 8

School: Earth (P) (M)

Duration: Instant

Description: This spell will deal 40 points of body damage to the target. It does not affect armor. It will cure 40 Body Points to an undead creature.

Confine

Incantation: With mystic force I confine you.

Level: 8

School: Celestial Earth

Duration: Line of Sight

Description: This spell snares the arms of its victim, binding them straight to its sides, and immobilizes the victim completely from the neck down making them helpless. The victim may talk freely, but may not use any game skills requiring use of the arms, including using a weapon or shield, casting a spell, or activating a gas globe. The victim may not walk, run, or be moved in any way Any item the victim is holding cannot be dropped. However, since the effect allows the victim to be searched, anyone else can choose to physically remove a hand-held item from the victim by simply “searching” them. Even a victim with Superhuman Strength cannot prevent himself from being “searched” in this manner. This spell does not prevent the victim from being given a Killing Blow.

Corruption

Incantation: I call upon chaos to corrupt you.

Level: 8

School: Earth

Duration: 1 Minute

Description: This spell restores an undead target or other target healed by necromancy or chaos to his or her full body points. Once the spell is successfully cast, the target will begin to regenerate as per the rules of the special ability Regeneration. Corruption requires that the character stand or sit in one place for one minute and concentrate. If this process is interrupted before its completion, the spell is lost for no effect. The target may not be restored to a total of body higher than is appropriate for his race and level via this spell. This spell may not be used to aid a living character in any way. This spell only affects targets which are healed by necromancy or chaos. This spell does not remove any other negative effects. This spell is the reverse of Regeneration.

Cure Mortal Wounds

Incantation: I call upon the earth to cure mortal wounds 40.

Level: 8

School: Earth (P) (M)

Duration: Instant

Description: This spell will restore up to 40 points of body damage but never more than a character’s maximum. It will restore an unconscious character but will not resurrect a dead one. Against undead, this spell will do 40 points of body damage.

Dispel Magic

Incantation: I call fourth mystic power to dispel magic.

Level: 8

School: Celestial (S) Earth (P) (M)

Duration: Instant

Description: This spell will dispel all active non-formal magical effects on a given creature or object unless specifically noted by the spell description. A Shield Magic or Reflect Magic will protect all ther spells on a person from a Dispel Magic, but will be used up in the process. A Dispel Magic Potion isn’t stopped by a Shield Magic or a Reflect Magic, and will dispel those spells and all others spells active upon the drinker.

Displacement

Incantation: I grant you the power of a displacement.

Level: 8

School: Celestial

Duration: Indefinite

Description: This spell grants the caster, and only the caster, a shield against the first effect that hits them. It may not be cast upon another target. This will always be the first protective spell lost if it is appropriate to defend against an attack and will be used before a Shield Magic, Elemental Shield, Magic Armor or any other automatic protective effect, though a Formal Magic Cloak or Bane can be used before a Displacement. The caster may choose to accept a touch cast effect under the protection of this spell. When struck by an appropriate attack the defense is automatically triggered. Displacement cannot be Imbued via Formal Magic Cantrip, placed into a Magic Item of any kind (including a Spell Store item), or by any other means transferred to someone else to cast. The proper call for this defense is “Phase.”.

Dragon's Breath

Incantation: I call fourth a dragon's breath 40.

Level: 8

School: Celestial (S)

Duration: Instant

Description: This spell allows the caster to cast a bolt of magical fire, dealing 40 hit points of eldritch fire damage to the target. The fire is eldritch in origin and will not otherwise set anything alight.

Paralyze

Incantation: I curse you with paralysis.

Level: 8

School: Earth

Duration: 5 Minutes

Description: This spell completely immobilizes the victim. The target may not move any part of their body and may be given a Killing Blow while thus trapped. If the victim is rendered unconscious or someone attempts to pose them, they will collapse to the ground but will remain Paralyzed. An Unparalyze spell or a Dispel Magic will release a victim from the Paralyze. A Release spell will not work. This spell only works on creatures that have a metabolism. Some creatures such as undead, golems or some elementals are not affected by this spell.

Reflect Magic

Incantation: I call fourth mystic power to reflect magic.

Level: 8

School: Celestial (S) Earth (P) (M)

Duration: Indefinite

Description: This spell will reflect the next spell cast at the recipient back upon the caster, after which it is used up. The recipient must say “Reflect Magic” to inform the caster that the spell was returned. The original caster is still the caster of the spell. This spell lasts until used up or Dispelled, and cannot be used in conjunction with a Shield Magic. If you have a Reflect Magic active, you may still “accept” spells that are touchcast. You cannot “accept” thrown spells. See"Spell Disruption" on page 46 for more details. Reflect Magic will only work on spells delivered via packet, Glyph (See the Formal Magic section for more details), or Spell Strike.

Regeneration

Incantation: I call upon the earth to regenerate you.

Level: 8

School: Earth

Duration: 1 Minute

Description: This spell restores a living target to his or her full body points. Once the spell is successfully cast, the target will begin to regenerate as per the rules of the special ability Regeneration. Regeneration requires that the character stand or sit in one place for one minute and concentrate If this process is interrupted before its completion, the spell is lost for no effect. The target may not be restored to a total of body higher than is appropriate for his race and level via this spell. This spell may not be used to aid a dead character in any way. This spell only affects targets which are healed by earth magic. This spell does not remove any other negative effects.

Unparalyze

Incantation: I rid you of your paralysis.

Level: 8

School: Earth (P) (M)

Duration: Instant

Description: This spell will free the subject from all paralyzing effects.

9

Banish

Incantation: With eldrich force I banish you.

Level: 9

School: Celestial Earth

Duration: Instant

Description: This spell sends any extraplanar creature from Tyrra to its plane of origin and will keep the creature on its own home plane for 24 Tyrran hours. All items carried by the creature will be left behind unless Spirit Linked. This spell cannot be used to return to Tyrra from another plane.

Circle of Power

Incantation: With eldrich force I build a circle of power.

Level: 9

School: Celestial Earth

Duration: 10 Minutes

Description: The caster may draw out or construct an intricate circle which acts as a prepared hearth, for the school of magic from which this spell was cast, without the need to be indoors. The circle ust consist of a circle within a circle to form a circular band. Between the two circles their must be no less than eight symbols or glyphs. The circle must be fully prepared before the spell s cast. The maximum radius of the outer circle is six feet, and the inner circle must be at least six inches smaller in radius. The area within the outer circle represents the area of effect. The spell lasts for one hour or until the circle is in part or whole erased, pulled apart, destroyed, or a dispel magic is cast upon the phys-rep. The caster must place an individually recognizable styled “H” in the center of the circle as if it were a hearth indicating it is active, the “H” is OOG the way a “W” is for a ward. The circle remains active even if the caster leaves it but if dispelled or otherwise disrupted the “H” must be removed. A player must confirm their “H” is still present before using a Circle of Harmony. A player may cast this spell from both schools of magic in order to have the effect of the hearth for both schools. If they do this the “H” must reflect this to them. Multiple characters can have this effect active on the same area, but each Circle of Harmony must have its own “H” which must be recognizable by the player who cast it and distinct from any others.

Death

Incantation: I grant you the gift of death.

Level: 9

School: Earth

Duration: Instant

Description: This spell causes the victim’s spirit to flee its body, if it has a metabolism. Any armor the character was wearing is still intact, but any spells active on the victim will disappear. This spell brings a character to death, and the only thing that will save the victim is a Life spell.

Eldrich Blast

Incantation: I call fourth a <flame ice lightning or stone> blast 45.

Level: 9

School: Celestial

Duration: Instant

Description: This spell allows the caster to affect a target with a bolt of magical fire, ice, lightning or stone dealing 45 hit points of eldritch damage. The caster may choose which type of damage to throw at the time of the casting, signifying such through the verbal. The damage will not otherwise set anything alight or freeze anything. This spell may also be called <Fire, Ice, Lightning or Stone> Blast for the purposes of magic deliverance, monster abilities, magic items, and similar situations.

Imprision

Incantation: With eldrich force I build a prison.

Level: 9

School: Celestial

Duration: 10 Minutes

Description: This spell seals the victim into a rigid, form-fitting and unbreakable barrier, trapping them within. The victim cannot move, speak, touch-cast, Gadabari Hex, or perform any game skills requiring movement. The spell lasts for ten minutes, but may be dropped by the caster at any time if he or she touches the victim and states “Imprison down.” This statement is out of-game, and can be used even if the caster is Silenced or inside the Imprison. Any observers who hear the statement are aware that the Imprison was dropped, and they might know who dropped it. A Dispel Magic will bring down the Imprison, but will not dispel any other spell effects on the creature inside. Any creature sealed within an Imprison spell cannot be affected by any effect or damage, nor can they be moved. A victim of the Imprison is completely aware of his or her surroundings and unless unconscious or otherwise impaired will remember all that occurred while Imprisoned. This spell will prevent the victim from being searched and only the caster may deliver a Killing Blow to the recipient with the phrase “Imprison Down” after the three count. If the Killing Blow fails (for example, if the creature inside is immune to the caster’s attack), then the Imprison will drop as soon as the Killing Blow is completed and the creature may then defend itself.

Inspiration

Incantation: I grant you the gift of inspiration.

Level: 9

School: Earth

Duration: Instant

Description: The recipient chooses one daily use skill that they have purchased with build points and that they have already used that day to be refreshed. This spell will restore only normal times per day skills including a single spell slot. It will not renew powers from items or production skills or special abilities of any kind, only skills conforming to the current edition of the NERO rules. It will renew a single level of formal magic if the target so chooses but only for use in casting a Cantrip not for casting of formal magic. If used to renew a Critical Slay or Assassinate it will renew only the 100 slay or assassinate it will not renew a 200 slay or assassinate selectively unless all other slays or assassinates have been renewed through some other means first. A single target may only be affected by one inspiration for each time they can study to reset their skills (This means once per reset) and spells and casting the spell on them again will have no effect until after the next reset point.

Life

Incantation: I grant you the gift of life.

Level: 9

School: Earth

Duration: Instant

Description: This spell must be cast within five minutes of a creature’s death. It restores the creature to one Body Point and the creature is not forced to resurrect. This spell is the only thing that can save someone who has been given a killing blow or hit by a Death effect. This spell will not normally affect a living target or an undead creature, although it will remove a living person or ndead creature’s Shield Magic or Reflect Magic.

Magic Storm

Incantation: I call fourth a magic storm 5.

Level: 9

School: Celestial

Duration: Concentration

Description: This spell allows the caster to continuously channel eldritch energy so long as their feet remain planted. At the time of casting, the caster must plant both feet. As long as both feet remain planted and Concentration is maintained, the caster may throw a packet after completing the incant “Magic Storm 5” While the spell is in effect, the caster can perform no other skill nor cast any other spell, nor activate magical items, but can speak. Each packet thrown acts as a separate spell which causes 5 points of eldritch damage to the target.

Ward

Incantation: With eldrich force I build a ward.

Level: 9

School: Celestial

Duration: 5 days

Description: This spell magically seals a single room or an entire building. The object affected must be an actual unmovable structure such as a building, a tent, or an unmovable wagon. No effect, person or object may pass through the Ward unless as described below. Anyone within the Ward during the entire casting of the spell will receive an Investiture to the Ward. The names of the people Invested must be written in the room’s marshal notes. Investiture in a Ward allows you to enter and leave the warded area at will as well as allow others to enter and leave by saying “The Ward recognizes you”, and otherwise follows the rules for Extended Circles of Power described on page 50. The building must be visibly marked to indicate the presence of Ward by placing a large “W” on the door. This spell takes five minutes to cast during which time the caster rests his hand upon the primary portal. Anyone inside a structure that is being warded will be aware of the casting and will be awoken by it if normally sleeping. This spell cannot be thrown. Ward is not be affected by Dispel Magic.

Cantrips

Armored to Magic

Level: Cantrip

Incantation: I grant myself armor to <spelltype>

Type: Personal

School: Celestial Earth

Duration: Day

Component Cost: 0

Out of Game Notes: The caster must call <Type> Shield when the effect is triggered

Effect:

The caster gains a dumb magic shield which may go under their normal protectives and will protect them from the first spell of a given type which hits them. A shield magic or reflect magic will come into play before an Armored to Magic does. The types are based upon the casters school and are as follows…

Earth… Gift, Curse, Mystic Force, Chaos, Earth, Command, and Summoned Force.

Celestial… I Call Forth, Mystic Force, Imprison, Command, and Summoned Force.

The Armored to Magic will be triggered by any spell (incanted, spellstrike, or magic; but NOT arcane, physical, or elemental) which has the above word in its incant.

Only one Armored to Magic may be in effect at a given time. Armored to Magic is lost if caster dies and requires a life spell. A new casting of Armored to Magic will replace an old casting of it.

Carrier Immunity

Level: Cantrip

Incantation: I grant myself carrier immunity to <effect>

Type: Personal

School: Celestial Earth

Duration: Invoked

Component Cost: 1

Out of Game Notes: The caster must call “I Invoke Carrier Immunity <carrier type> against you” to the opponent to activate it and then call no effect <carrier type> when struck.

Effect:

The formal caster who uses a carrier immunity may declare one carrier type from which they may invoke a limited immunity where they choose to not take any extra effect other than damage. The type of carrier attack is chosen at the time of the casting of this cantrip and may not be changed except by the casting of a second carrier immunity which removes the first. For example a formal caster who runs into a pack of Yellowjackets swinging paralyze and has cast Carrier Immunity may choose to become immune to the carrier attack paralyze of a particular yellowjacket attacking him. To become immune to a second yellowjacket attacking him he would have to invoke a second use from the casting. If the caster suddenly comes face to face with a creature swinging wither they would have to cast a brand new carrier immunity to wither before they could use the immunity and they would lose all remaining charges of the carrier immunity to paralysis.

The following are not considered carrier attacks for the purpose of this cantrip… Magic, Silver, Flame, Ice, Lightning, Stone, and Normal.

Only one Carrier Immunity may be in effect at a given time. Carrier Immunity is lost if caster dies and requires a life spell. A second casting of Carrier Immunity will replace an old casting of it.

Channeling

Level: Cantrip

Incantation: I grant myself the ability of channeling

Type: Personal

School: Celestial Earth

Duration: Day

Component Cost: 2

Out of Game Notes: The caster must say the full incant of the spell being channeled and then strike the target with their weapon while calling spellstrike <Name of spell just incanted> <Option for spell just incanted>.

Effect: Allows two spells from the memory of the formal caster to be delivered as a spellstrike. The spells must be of a level less than or equal to the number of levels the caster has of the appropriate school of formal magic and must be of the same school as the channeling cantrip which was cast. Thus a caster with nine levels of formal magic earth could spellstrike any earth spell by casting channeling. A caster with seven levels of formal magic earth could spellstrike any seventh level or lower earth spell by casting channeling. Neither of these casters can use an earth channeling cantrip to spellstrike a celestial spell. The caster chooses when to use these spellstrikes. Only one Channeling may be in effect at a given time. Channeling is lost if caster dies and requires a life spell.

Contingency

Level: Cantrip

Incantation: I grant myself a <spellname> spell contingent upon my <trigger state>

Type: Personal

School: Celestial Earth

Duration: Day

Component Cost: 2

Out of Game Notes: The caster must call Contingency <spell> when the spell is triggered.

Effect:

One spell from the memory of the caster is used and placed in a state in which it will take effect on the caster if a certain condition is met.

The conditions for earth magic are Charmed, Cursed, Death, Magically Bound (Pin, Bind, Web, Confine), Paralyzed, Poisoned, Silenced, Sleeping, or Unconsciousness.

The conditions for celestial magic are Charmed, Imprisoned, Magically Bound (Pin, Bind, Web, Confine), Silenced, Sleeping, or Unconsciousness.

The contingent spell is triggered as soon as the caster enters the triggering state and may neither be stopped by anything nor may the caster choose not to invoke the contingency. A new casting of contingency will replace an old casting of it. Contingency is lost if the caster resurrects. The contingent spell will still trigger a shield magic, the caster may chose to accept the spell if he is in a state capable of accepting a spell.

Copy Formal Cantrip

Level: Cantrip

Incantation: I scribe this cantrip into my tome

Type: Item

School: Celestial Earth

Duration: Year

Component Cost: 1

Effect: This cantrip will copy any cantrip of the same school from one Cantrip Tome to another Cantrip Tome which has free space. Limitations on the use and copying of certain cantrips may be included in their text in a given tome. The caster must touch both the book which is the source of the cantrip being copied and the book which is the destination.

Enchant Cantrip Tome

Level: Cantrip

Incantation: I enchant this book as an <school> cantrip tome

Type: Item

School: Celestial Earth

Duration: Year

Component Cost: 2

Effect: This cantrip causes a book with minimum dimensions of 6" by 4" to become usable as a Cantrip Tome. A Cantrip Tome can hold up to 10 cantrips of its school. The book used must have a value of at least 10 gold. A Cantrip Tome may not have any other formal magic cast upon it or it will cease functioning. The caster must touch the tome being enchanted. The tome enchanted is still a shatterable object and is vulnerable to any force which may destroy a normal book.

Imbue

Level: Cantrip

Incantation: I enchant you with a <Spell Name> spell imbued from my knowledge

Type: Spirit

School: Celestial Earth

Duration: Day

Component Cost: 1

Out of Game Notes: The caster should give the recipient both a cantrip tag indicating the imbue and the spell tag for the spell that was imbued.

Effect: This cantrip allows the caster to touch cast an additional spell from memory into the spirit of another. The target of the spell then gets the ability to cast that spell as if from their own memory for the remainder of the day. Once they cast the spell it is used from memory as normal.

MARK

Level: Cantrip

Incantation: I scribe a mark upon this <item>

Type: Item

School: Celestial Earth

Duration: 2 Year

Component Cost: 1

Out of Game Notes: The Caster is responsible for initial placement of the Mark in a manner that does not destroy or damage personal property. The possessor of the item is responsible thereafter for placement of the Mark. The caster must touch the target during the incantation and breaking of the components. This cantrip in no way confers indestructibility upon the marked item.

Effect: The caster may place a Mark of up to 4" by 4" and any two colors upon a target item. The caster decides what the Mark looks like.

Magic Deliverence

Level: Cantrip

Incantation: I grant myself the ability of magic deliverance

Type: Personal

School: Celestial Earth

Duration: Day

Component Cost: 0

Out of Game Notes: When used the caster must state Magic <spellname> <option for that spell>

Effect: Allows one spell from the memory of the formal caster to be delivered as magic instead of by full incantation. The spell must be of a level less than or equal to the number of levels the caster has of the appropriate school of formal magic and must be of the same school as the magic deliverance cantrip which was cast. Thus a caster with nine levels of formal magic earth could cast as magic any earth spell by casting magic deliverance. A caster with seven levels of formal magic earth could cast as magic any seventh level or lower earth spell by casting magic deliverance. Neither of these casters can use an earth magic deliverance cantrip to cast a celestial spell as magic. The caster chooses when to deliver this spell as magic. Only one magic deliverance may be in effect at any given time. As per the rules for delivering a spell as magic the caster must be able to speak but need not have use of their arms as “Magic” is an innate ability. A magic deliverance is lost if the caster dies and requires a life spell.

Rendering

Level: Cantrip

Incantation: I enchant this <item> to be rendered invulnerable to harm

Type: Item

School: Celestial Earth

Duration: Hour

Component Cost: 1

Effect: Renders one object immune to the effects of the spells Shatter and Destroy and most physical harm including acid, flame, and explosive damage for a period of one hour. The object may be no larger than 6 feet in its largest dimension. Massive mechanical damage will still destroy and object under the effects of Rendering. The caster must touch the item being rendered during the full incantation and the breaking of the components.

Spirit Mark

Level: Cantrip

Incantation: I scribe a spirit mark upon this being

Type: Spirit

School: Celestial Earth

Duration: 2 Year

Component Cost: 1

Out of Game Notes: The Caster is responsible for initial placement of the Spirit Mark with suitable makeup or prosthetics. As with gypsy curse the player subject to the Spirit Mark may bargain for a different one with the caster placing the Spirit Mark if it is uncomfortable or personally offensive.

Effect: The caster may place a spirit mark of up to 4" by 4" and any two colors upon a target person with a spirit. The caster decides what the spirit mark looks like and where it is. The spirit mark will appear on any body the spirit, which has been marked, is within, it will appear in an equivalent place to where it was originally placed. The spirit mark will always be on that body part containing the spirit if parts of the body are separated. When the body is reformed through resurrection, the Spirit Mark will be upon the identical location it was on before resurrection. The caster must touch the target during the incantation and breaking of the components.

Spirit Unmark

Level: Cantrip

Incantation: I remove this spirit mark

Type: Spirit

School: Celestial Earth

Duration: Instant

Component Cost: 1

Effect: This will remove a spirit mark of the appropriate school from a spirit which has one. The caster must touch the target during the incantation and breaking of the components.

Unmark

Level: Cantrip

Incantation: I remove this mark

Type: Item

School: Celestial Earth

Duration: Instant

Component Cost: 1

Effect: This will remove a Mark of the appropriate school from an item which has one. The caster must touch the target during the incantation and breaking of the components.

Bane of the Dead/Boon of the Dead

Level: Cantrip

Incantation: By the earth I bane the dead... Magic Harm Undead... Magic Harm Undead... /By chaos I boon the dead... Magic Help Undead ... Magic Help Undead ...

Type: Offensive

School:

Duration: Concentration

Component Cost: 1

Effect: At the time of casting, the caster plants both feet. As long as both feet remain planted and the cantrip is not disrupted as per normal spell rules, the caster may throw a packet after completing the incant “Magic Harm Undead” or “Magic Help Undead”. While the cantrip is in effect, the caster can perform no other skill nor cast any other spell or cantrip. Each packet thrown acts as a separate spell equivalent to a Harm Undead or a Help Undead depending on the form of the cantrip cast.

Eldritch Bless

Level: Cantrip

Incantation: I grant myself the power of an eldritch bless

Type: Personal

School: Earth

Duration: Day

Component Cost: 0

Effect: This cantrip gives the caster 10 extra body points. These points are the first body points lost to damage. As long as these body points last they will protect the caster so spells may be cast while taking damage. If a Bless and/or Greater Bless are also present, they are lost before the Eldritch Bless. If the caster dies and requires a life spell the Eldritch Bless is lost.

Field Resurection/Field Abjuration

Level: Cantrip

Incantation: By the earth I resurrect this spirit/By chaos I abjure this spirit

Type: Spirit

School: Earth

Duration: Instant

Component Cost: 0

Out of Game Notes: To use this cantrip a caster must carry life stones with them and have the bag and draw witnessed by a marshal for later reporting. A hold may not be called for this. Any field resurrection must be reported to those responsible for tracking resurrection as soon as possible following the casting of the cantrip. The marshal is required to inform the target of the cantrip that they do not have to resurrect and if they do they return immediately at one body.

Effect:

Field resurrection allows a single spirit to be resurrected directly in front of the caster, without the need for a circle. This occurs in the time it takes to cast this cantrip with the target if the cantrip resurrecting at only one body. In all other ways this resurrection is identical to a normal resurrection. A spirit may refuse to resurrect when called to a field resurrection, instead seeking to resurrect as normal. If this happens the cantrip is wasted and may not be redirected to another spirit. The caster must be aware that a spirit has just left to resurrect in the area, they gain no special sense for spirits. A spirit seeking resurrection will feel the call of a field resurrection as if it were an earth circle.

Field abjuration will prevent a spirit in need of resurrection from being able to be resurrected using the field resurrection cantrip but will in no other way affect the resurrection of a spirit.

The caster must be within 10’ of the spirit to be field resurrected or field abjured at the time of casting of this cantrip.

Forced March/Exhaustion

Level: Cantrip

Incantation: By the earth I sustain these men/By chaos I exhaust these men

Type: Broad

School: Earth

Duration: Day

Component Cost: 2

Effect:

Forced march allows 5 men per level of earth formal magic of the caster to travel at full normal pace for a day. The magic of the cantrip will sustain their pace. A man cannot be affected by more than one forced march in a 24-hour period. The caster must touch each target of the forced march immediately following the snapping of the components. No other action may be taken or skill be used other than to designate the targets by touch.

Exhaustion will cause 5 men per level of earth formal magic of the caster to be exhausted and only travel at halfnormal pace for the next day. The targets of exhaustion must be within 10’ of the caster per level of earth formal magic possessed by the caster when this cantrip is cast. A man cannot be affected by more than one exhaustion in a 24-hour period.

Healer's Grace

Level: Cantrip

Incantation: I grant myself healer’s grace

Type: Personal

School: Earth

Duration: Invoked

Component Cost: 1

Effect: The caster of this cantrip gains the carrier attack healing against one opponent when invoked. Any undead hit with the carrier attack healing takes double damage. As with all carrier attacks this may not heal anyone. This works on melee but not ranged attacks. If the caster dies and requires a life spell the healer’s grace is lost.

Healing Pool/Defiling Pool

Level: Cantrip

Incantation: By the earth I create a healing pool/ By chaos I create a defiling pool

Type: Personal

School: Earth

Duration: Day

Component Cost: 1

Effect: Healing pool allows the caster to create, for themselves, a pool of elemental healing of 50 points plus 10 points per level per level of earth formal magic possessed by the caster, to a maximum of twenty five levels (300 points) which may only be touch cast as 10 elemental healing. The effect is lost if the caster dies and needs a life spell. Defiling pool is a pool of elemental chaos with the same limits as the healing pool. A caster may have both a healing pool and a defiling pool at the same time but not more than one of each. If the caster takes body damage during the call of “10 elemental healing” or “10 elemental chaos”, that 10 point casting fails and is lost to the pool but the rest of the pool remains.

Increase Harvest/Blight

Level: Cantrip

Incantation: By the earth I increase this harvest/By chaos I blight this land

Type: Broad

School: Earth

Duration: Day

Component Cost: 2

Effect:

Increase Harvest will increase the food production of 10 acres of farmland per level of earth formal magic of the caster by one category. The area affected must be continuous.

Blight causes 10 acres of farmland per level of earth formal magic of the caster to decrease food production by one category. The area affected must be continuous. The caster is the center of effect of this cantrip.

Morale/Rout

Level: Cantrip

Incantation: By the earth I raise morale/By chaos I rout these men

Type: Broad

School: Earth

Duration: Battle

Component Cost: 2

Effect: Morale will boost the over all morale of 10 men per level of formal magic of the caster by one category. Rout will decrease the overall morale of 10 men per level of formal magic of the caster by one category. The men who are the targets of this ritual must be within 10’ of the caster per level of earth formal magic possessed by the caster.

Purify Well/Poison Well

Level: Cantrip

Incantation: By the earth I raise morale/By chaos I rout these men

Type: Broad

School: Earth

Duration: Battle

Component Cost: 2

Effect: Morale will boost the over all morale of 10 men per level of formal magic of the caster by one category. Rout will decrease the overall morale of 10 men per level of formal magic of the caster by one category. The men who are the targets of this ritual must be within 10’ of the caster per level of earth formal magic possessed by the caster.

Purify Well/Poison Well

Level: Cantrip

Incantation: By the earth I purify this well/By chaos I poison this well

Type: Broad

School: Earth

Duration: Instant

Component Cost: 2

Effect: Purify Well will cause one well, cistern, spring, or most non-flowing water sources to become clean, pure water free of disease and taints. Poison well will cause one well, cistern, spring, or most non-flowing water sources to become impure and cause slow sickness in any who drink from it. The caster must touch the well to be purified or poisoned.

Replenish/Corrupt

Level: Cantrip

Incantation: By the earth I replenish this land/By chaos I corrupt this land.

Type: Broad

School: Earth

Duration: Instant

Component Cost: 2

Out of Game Notes: For each level of formal magic of the caster both dimensions increase by 10’ so someone with 2 levels has a 20’ x 20’ maximum and someone with 8 levels has an 80’ x 80’ maximum.

Effect:

Replenish will bring a 10’ by 10’ area per level of earth formal magic of the caster more in line with the natural progression in the area. This will undo the effects of corruption and chaos upon the land in slow increments.

Corruption will cause an area to become more out of line with the natural flow in an area, impassible thorns and brambles may grow, fertile areas may become swamp like, pools of chaos will become more likely to develop. This will affect a 10’ by 10’ area per level of earth formal magic of the caster rendering it harder to develop and use. The caster is the center of this cantrip’s effect.

Riders on the Wind/Foundering Mounts

Level: Cantrip

Incantation: I call upon the Earth to make these horses fleet/By chaos I founder these mounts

Type: Broad

School: Earth

Duration: Day

Component Cost: 2

Effect:

Allows 1 horse per level of earth formal magic of the caster to travel at maximal pace for their entire normal movement in one day. Regular stops for food and water are still needed but while riding a gallop may be sustained. A horse may not be affected by more than one riders on the wind in a 24-hour period. The caster must touch each target of the horses to be affected by the riders on the wind immediately following the snapping of the components.

No other action may be taken or skill be used other than to designate the targets by touch. Foundering mounts will cause 1 horse per level of earth formal magic of the caster to be exhausted and only travel at half normal pace for the next day. The targets of foundering mounts must be within 10’ of the caster per level of earth formal magic possessed by the caster when this cantrip is cast. A horse cannot be affected by more than one foundering mounts in a 24-hour period.

Tyrra's Claw

Level: Cantrip

Incantation: I grant myself a Claw from Tyrra

Type: Personal

School: Earth

Duration: Hour

Component Cost: 1

Out of Game Notes: The caster must have and use a red claw prop as the claw created by this cantrip.

Effect: The caster grows one shortsword-sized claw that they may used for one hour. The claw does a base damage of five dagger blows and the damage may not be increased by skill. The Tyrra’s Claw takes no special skill to wield and may be conjured into either the caster’s primary hand or off-hand and used. Once conjured the Tyrra’s Claw may not be switched between hands. The casting of two Tyrra’s Claw cantrips will allow the caster to wield a claw in each hand.

Boltstorm

Level: Cantrip

Incantation: I grant myself a boltstorm to throw... 10 elemental <Flame, Ice, Lightning, or Stone>... 10 elemental <same element>…

Type: Offensive

School:

Duration: Concentration

Component Cost: 1

Effect: At the time of casting, the caster must choose a single element; flame, ice, lightning, or stone; and plant both feet. As long as both feet remain planted and the cantrip is not disrupted as per normal spell rules, the caster may throw a packet after completing the incant “10 elemental “. The elemental chosen may not be changed without casting another boltstorm. While the cantrip is in effect, the caster can perform no other skill nor cast any other spell or cantrip. Each packet thrown acts as a separate elemental attack doing 10 points of the chosen element in damage to the target. The call “10 elemental ” is considered part of the verbal and like any other verbal the cantrip is lost if the caster takes body damage, performs an in game skill, or speaks other words to interrupt the verbal.

Devestating Charge

Level: Cantrip

Incantation: By the stars may these lances strike true

Type: Broad

School: Celestial

Duration: Hour

Component Cost: 2

Effect: When cast upon a group of lancers containing up to two men for every level of celestial formal magic of the caster this cantrip will render their lances so they will not break for the next charge and give them all the equivalent of a +1 damage aura per five levels of celestial formal magic of the caster for that charge (up to a maximum of +5). The caster must touch each target of the devastating charge immediately following the snapping of the components. No other action may be taken or skill be used other than to designate the targets by touch.

Eldritch Shield

Level: Cantrip

Incantation: I grant myself an Eldritch Shield

Type: Personal

School: Celestial

Duration: Day

Component Cost: 0

Effect: This cantrip gives the caster 10 extra armor points. These extra points are the first armor points lost due to damage. As long as these points last they will protect the caster so spells may be cast while taking damage. If a shield and/or greater shield are also present they are lost before the eldritch shield. If the caster dies and requires a life spell the eldritch shield is lost.

Element's Fury

Level: Cantrip

Incantation: I grant myself <Flame, Ice, Lightning, or Stone>‘s Fury

Type: Offensive

School: Celestial

Duration: Day

Component Cost: 2

Effect:

The caster may choose an element (Flame, Ice, Lightning, or Stone) which they receive a pool of 50 points plus 10 points per level of celestial formal magic of the caster to a maximum of twenty five levels (300 points).

The caster may throw attacks of 10 elemental until the pool is used up. The caster may only have one Element’s Fury at any time. Thus a caster with ten levels of formal magic gains a pool of 150 points which they may throw as 10 elemental . This pool is lost if the caster dies and requires a life spell. A new casting of Element’s Fury will replace an old casting of it. Casting the elemental packets follow the same rules as casting a spell and thus may not be done if taking body damage or if the caster cannot speak or use their hands.

Element's Way

Level: Cantrip

Incantation: I grant myself the way of <Flame, Ice, Lightning, or Stone>

Type: Personal

School: Celestial

Duration: Invoked

Component Cost: 1

Effect: The caster may choose an element (Flame, Ice, Lightning, or Stone) which they may invoke to swing as a carrier attack against a chosen opponent. The caster chooses which of the four elements they will swing when they invoke the use and may change elements when they invoke this again. Only one element’s way may be in effect at a given time. The caster may invoke this against multiple opponents but if they change the carrier type then the first carrier ends. This works on melee but not ranged attacks. The element’s way is lost if the caster dies and requires a life spell.

Enchant Engine

Level: Cantrip

Incantation: By the stars may this engine strike true

Type: Broad

School: Celestial

Duration: Hour

Component Cost: 2

Out of Game Notes: This bonus may never be placed on a weapon to be used in NERO safe combat.

Effect: Gives a siege engine the equivalent of a +1 damage aura per two levels of celestial formal magic of the caster. The caster must touch the siege engine being enchanted during the full incantation and snapping of the components.

Ethereal Sword

Level: Cantrip

Incantation: I grant myself an ethereal sword

Type: Personal

School: Celestial

Duration: Hour

Component Cost: 1

Out of Game Notes: The caster must have and use a red shortsword prop as the sword created by this cantrip.

Effect: The caster gains a short sword sized ethereal Sword for one hour, it is made of their own spirit and an extension there of. An ethereal Sword may not be disarmed or shattered. The sword does a base damage of five dagger blows and the damage may not be increased by skill. The Ethereal Sword takes no special skill to wield and may be conjured into either the caster’s primary hand or off-hand and used. Once conjured the Ethereal Sword may not be switched between hands. The casting of two Ethereal Sword cantrips will allow the caster to wield a claw in each hand.

Fortify Defense

Level: Cantrip

Incantation: By the stars may these defenses be fortified

Type: Broad

School: Celestial

Duration: Day

Component Cost: 2

Out of Game Notes: For each level of formal magic of the caster both dimensions increase by 10’ so someone with 2 levels has a 20’ x 20’ maximum and someone with 8 levels has an 80’ x 80’ maximum. Two casters with 2 levels each may fortify a structure of 20’x20’ plus 20’x20’ (i.e. 40’ x 20’) not 40’ x 40’.

Effect: Increases the rating of any one defensive structure of 10’ x 10’ per level of celestial formal magic possessed by the caster for the period of one day. The caster must be within the structure being fortified. The structure may have a number of floors equal to the levels of celestial formal magic of the caster. If cast following a weaken defense this will counter its effects. Multiple casters can add their casting together to cover a larger structure, but they calculate their own areas and then add them together, they do not calculate a single area by adding their levels of formal magic.

Fury's Strength

Level: Cantrip

Incantation: I grant myself Fury's Strength

Type: Personal

School: Celestial

Duration: Invoked

Component Cost: 0

Effect: The formal caster will gain a strength of +2 (+1 in each hand) against one opponent when this cantrip is invoked, using one of its charges. This strength is not cumulative with any other strength the caster may have and only the greater strength will function. With this strength the caster may rip from pins taking 2 points of body damage or increase the damage of a two-handed weapon by 2 points or a one-handed weapon by one point and nothing else. Fury’s strength is lost if the caster dies and requires a life spell. Only one fury’s strength may be in effect at a given time.

Level Ground

Level: Cantrip

Incantation: By the stars may this ground be leveled

Type: Broad

School: Celestial

Duration: Instant

Component Cost: 2

Out of Game Notes: For each level of formal magic of the caster both dimensions increase by 10’ so someone with 2 levels has a 20’ x 20’ maximum and someone with 8 levels has an 80’ x 80’ maximum.

Effect: An area 10’ x 10’ per level of celestial formal magic possessed by the caster is leveled and made one category more useful for building or travel. This has no effect on developed areas of land. The caster is the center of effect of this cantrip.

Lore

Level: Cantrip

Incantation: I grant myself the vision to see the lore of what is before me

Type: Item

School: Celestial

Duration: Instant

Component Cost: 1

Out of Game Notes: The caster of this cantrip must give the tag for the cantrip to an appropriate person with access to the magic item tags. A hold may not be called for this the knowledge comes to the caster as they get the tags.

Effect: One item for every two levels of formal celestial magic, rounded up, possessed by the caster is identified to the caster as if using a permanent celestial circle. This may not be used to identify anything that has a spirit.

Magic Key

Level: Cantrip

Incantation: I build a magic key

Type: Item

School: Celestial

Duration: Instant

Component Cost: 1

Effect: This cantrip will cause any one locking mechanism touched by the caster immediately upon casting this cantrip to unlock or lock (at the choice of the caster). Some locks may be built with complex multiple mechanisms and may require more than one casting of this cantrip to open it.

weaken defense

Level: Cantrip

Incantation: By the stars may these defenses be weakened

Type: Broad

School: Celestial

Duration: Instant

Component Cost: 2

Out of Game Notes: For each level of formal magic of the caster both dimensions increase by 10’ so someone with 2 levels has a 20’ x 20’ maximum and someone with 8 levels has an 80’ x 80’ maximum. Two casters with 2 levels each may Weaken a structure of 20’x20’ plus 20’x20’ (i.e. 40’ x 20’) not 40’ x 40’.

Effect:

Weaken defense decreases the rating of any one defensive structure of 10’ x 10’ per level of celestial formal magic possessed by the caster the damage to the defenses remains until repaired or fortified (using the cantrip fortify defense). The weakening takes ten minutes to take effect and is obvious in its progress during those ten minutes.

The caster must touch the structure to be weakened.

Multiple casters can add their casting together to cover a larger structure, but they calculate their own areas and then add them together, they do not calculate a single area by adding their levels of formal magic.

wizard's sense

Level: Cantrip

Incantation: I grant these eyes a Wizard’s Sense

Type: Broad

School: Celestial

Duration: Instant

Component Cost: 2

Out of Game Notes: This will give no additional effects to a PC in play.

Effect: Increases the rating of one scout per level of celestial formal magics possessed by the caster by one degree. The scouts gain a preternatural increase of their senses making them more effective. The caster must touch each target of the Wizard’s Sense immediately following the snapping of the components. No other action may be taken or skill be used other than to designate the targets by touch.