TFT SPELL LIST

Hopefully a list of all spells to date (please e-mail me if I've missed some.)

IQ 8

Bladesharp (T): This offensive spell allows the wizard to add 1 point of damage to a weapon's attack for 3 turns for every 1 ST invested in it.
Blur (T): AW, p11
Detect Magic (T): AW, p11
Drop Weapon (T): AW, p11
Elusive(T): Gives the target a serpentine like motion that makes them difficult targets for ranged spells or missile attacks. DX-3 to be hit by any ranged attack. Cost 1 ST to cast and 1 per turn it is maintained. Costs 0 to cast if the caster has a dragonet tail, or a live dragonet, but they pay 1 ST each turn after the first if they wish to maintain the spell. (David Michael Grouchy II)
Image (C): AW, p11
Light (T): AW, p11
Magic Fist (M): AW, p11
Scorpion Sting(T): Typically cast on a thorn, pin, shard, or other sharp inanimate object, the spell creates a poison that lasts indefinitely, until it scratches a victim. The first person scratched by it takes 1+2 damage, unless they make a 4/ST roll. If they make the save they only take 2 points of damage. Costs 3 ST to cast. It cannot be increased in effect. Scorpion Sting only costs 2 ST if the caster has a scorpion's tail. (David Michael Grouchy II)
Second Sight (T): A cost of 1ST plus 1ST/ turn, allows subject to see others in a megamegahex radius with spellcasting ability and the amount of fST they have handy to cast spells with (including ST batteries). A spell with fairly specific applications.
Slow Movement (T): AW, p11
Spider Climb (S): For 2 ST, the wizard can walk on any surface, even vertical or upside-down for 4 turns.
Staff (S): AW, p11

IQ 9

Aid (T): AW, p11
Avert (T): AW, p11
Clumsiness (T): AW, p11
Cobra bite(T): Gives any creature a poison bite. They may walk, crawl, swim or fly around with this potential bite indefinitely. The creature may eat food without releasing the poison if they wish. The poison bite is a one time use, and the creature may use it in any attack, saving it for later if they wish. The bite will do the creature's normal ST damage plus the poison. The target of such a bite must make a 3/ST roll or take 1 die poison damage. It even works on birds and fish. This spell costs 2 ST to cast per bite. (David Michael Grouchy II)
Confusion (T): AW, p11
Contact Poison(C): A poison that soaks instantly through the skin of the first person to touch it. The entire dose will magically draw up into the skin. It covers the entire surface of one item and lasts until it is touched. This can be centuries. The unfortunate person does get a 4/ST roll or take 2 dice damage. This spell costs 2 ST to cast per item poisoned. The spell cannot be cast on flora or fauna. (David Michael Grouchy II)
Dark Vision (T): AW, p11
Darkness (S): AW, p11
Deflect Missiles (T):Similar to Reverse Missiles, except that the attacks are simply deflected such that they miss the target. They continue past the target as if the target was missed. Costs 1 ST to cast, and 1 ST per turn to maintain.
Detect Life (S): AW, p11
Find Mineral (S): This spell will tell the caster the direction and approximate distance of any one type of earth, metal, or stone. Costs 3 ST.
Find Water (T): Subject can find direction, distance, and nature of the nearest source of water. Costs 2 ST per mile of range.
Fire (C): AW, p11
Flame Shield (T): Similar to Shock Shield, except the wizard is sheathed in magic flame. All foes in the wizard's hex take damage as if in a magic fire hex. Costs 2 ST to cast, plus 1 ST per turn it is maintained.
Ice (C): This spell covers one hex with magical ice. Treat an Ice hex just like Slippery Floor, plus each one does damage just like a half-strength Fire hex (e.g. 1 hit per hex, or 2 hits and -1 DX) due to extreme cold. Metal armor and other metal-like protections (such as Iron or Steel Flesh) do not protect! Treat any cold weather clothing as 1 hit of additional armor, and a Cool spell has the same effect. Cost: 2 ST. [Ian Bell/IP2]
Poison gas(C): A cloud of poisonous vapour fills one hex. In combat the cloud can be seen on a 4/IQ roll (3/IQ for a chemist, alchemist or naturalist), or 3/IQ otherwise. Anyone in the hex that draws breath will take 1D-2 damage. They do get a save of 5/DX roll to hold their breath if the spell is cast on their hex. If on the other hand they are moving through a gas hex, and not stopping there, they can save 2/IQ roll to hold their breath. The gas lasts for 8 turns per 2 points of fatigue spent casting it, and is most effective in enclosed spaces with little or no air flow. On the turn after being cast the gas will follow any mild air flow for 1d6 turns (rather than 8) and strong air flow will dissipate it in one turn. The spell costs 1 less point to cast if the wizard has a poison gas mushroom or an am bush seed pod.(David Michael Grouchy II)
Pure Air (T): Will purify one hex of air, removing all impurities such as dust, poison, etc. Costs 1 ST per hex.
Purify Water (T): Purifies one gallon of water. Costs 1 ST per gallon
Reveal Magic (S): AW, p11
Serpent Dance (T): similar to Blur. Would be attackers are distracted by odd
contortions of caster. All attacks made at affected figure are at -4 DX. (Peter Taylor)
Cost (1/1)
Speed of the Serpent (T): Adds 2 to MA for 12 rounds. Cost (2/0) (Peter Taylor)
Stonefist (S): Developed by dwarvish wizards, this special spell costs 1 ST to cast and allows the wizard to strike with his fist as if it were solid rock, inflicting +6 damage above the wizard's hand damage according to ST on the next turn. If the wizard misses, the spell is wasted.
Summon Small Animal (C):This spell summons a small animal to follow the caster's commands. The animal summoned may be any 1-hex animal with 11 or less ST, 14 or less
DX and 6 or less IQ. Some examples: wolf, dog, monkey, low render, termagent, large snake, etc. Costs 2 ST to cast, and 1 ST each turn the animal remains.
Summon Snake (C) Brings a poisonous viper (6 ST, 12 DX, MA 6, 1d6-1, save on
3d6 vs. ST or take an additional 1d6 from poison) to follow the caster's
orders. All attacks at these snakes are made at -3 DX. (1/1) (Peter Taylor)
Summon Wolf (C): AW, p11
Turning (T): Rotates victim to any new facing chosen by the wizard. Victim will then be disoriented, -2 adjDX for remainder of the turn and 3/DX to avoid falling. Costs 2ST or 4ST if subject 30ST or more. (Ian Bell/IP2)
Warm Rock (T): This spell makes 1 m cubed of rock or other inorganic material much less conductive of heat. The material will conduct heat at half its normal rate. This spell may be recast on an item up to 5 times, each additional casting costs twice as much. If this spell is cast on your armor, you take 1/2 damage from magical heat or cold damage. Depending on how well the armor covers you, the game master may allow the armor to stop extra hits of normal heat or cold damage.
As a rule of thumb, consider each of these items to conduct heat half as quickly as the one before it: Superconductors, Metal, Rock, Gypsum, Polyester, Styrafoam, Still Air, Vacuum.
This spell lasts 30 days or until the item it is cast on is damaged by 50% or more of its hits. By increasing the cost of the spell 3 times, it may be made to last about one decade.
One hex may be removed with a Remove Thrown Spell. A Dissolve Enchantment will remove all connected Warm Rock spells. The base cost of this spell is 1 ST. (-Rick Smith/AcidHT)
Web (C): Fills one hex with a magical spider web (as under Giant Spider TFT:ITL, p. 63). This spider web is tough and sticky and hard to see. Consider like a secret protection spell. Any characters who move through this hex must make a 3d vs. adjDX to pass through the web. If this roll is not made, the victim becomes trapped. In order to break free, the victim must make a 4d vs. ST roll each turn, after getting caught, to escape that web hex. The web can be cut (any edged weapon doing 5 damage to the web). Each web hex has a ST of 50. While entrapped in the web, the victim cannot leave but can pivot within the hex . The victim's DX is -4 while trapped in the web. ST cost to use this spell is 2 (Justin Grabowski)

IQ 10

Agility of the Serpent (T): Allows caster to get up in same round he is
knocked down or make a half move while crawling. Can be cast in the same
round caster is knocked down, or while crawling. Cost (2) (Peter Taylor)
Barkskin (T):Similar to stone flesh and iron flesh, this spell costs 1ST to cast plus 1 per turn of maintenance and gives the wearer 2-point protection. This spell cannot be used with the two listed above
Breath of the Cockatrice (C): Poisonous cloud affects the megahex in front of the caster. All creatures must make save v ST on 3d6 or suffer 1d6 damage, no protection from armor.Cost (1) (Peter Taylor)
Chill (T): IP5, p12
Complex Image (C): Creates a complex image up to 1 hex in size. This image may not move from the spot it was created, but may be made up of multiple moving parts. It can be used (for example) to show a scene with several people in it, thus allowing an animated tale to be shown. This is a very useful entertainment spell. Costs 2 ST to cast.
Dazzle (S): AW, p12
Deafen(M): A ranged spell that makes anything within 5 Mega Hexes of the target deaf for a whole day. This spell will frighten animals of IQ 5 or less. They will act nervous and try to make as much noise as possible at first. Eventually they will withdraw and become depressed. Herd animals will cluster together. Intelligent creatures will probably try to find and attack who ever made them deaf. The spell costs 1 ST per 5 Mega Hex range from the target.(David Michael Grouchy II)
Detect Enemies (S): AW, p12
Fire flash(C): Causes a small flash of heat and combustion that does 1D-2 to anything in the target hex. This flash of fire will ignite any combustible material like paper, scrolls, exploding mushrooms, or hair. This spell costs 1 ST per 1D-2 damage done. It costs the wizard one point less to cast if they have an exploding mushroom. (David Michael Grouchy II)
Ground (T): This spell keeps the subject from flying for 4 turns, after which he may move normally again. A figure already flying when hit by this spell may land safely on its next movement. Cost: 2 ST, 4 if the target's ST is 30 or more. [David Doucette/IP1/Dave Seagraves]
Far Vision (T): AW, p12
Lock/Knock (T): AW, p12
Mine (S): Places an invisible explosive ward within a megahex of the creating wizard. If this hex is stepped on, the mine will explode causing 2d6 damage to that person or monster. The person or monster must then make a 3d6 roll vs. DX or fall down. This spell can only be placed in an unoccupied hex and is treated as a special protection spell (as per AW p.4 rules). The person with mage sight or the creating wizard and anyone the wizard wants to see it can. The spell costs 3 ST and will last a watch (8 hours). (Justin Grabowski)
Paralyze smell(M):This missile spell makes it easier to sneak up on vertebrates of IQ 7 or less. Mammals and reptiles will notice the sudden loss of smell and act like a man who suddenly finds himself in a darkened room. They will be still and not move much while they try to figure out what happened. In the case of a dog being used to track, or a Lion on the hunt, the animal will sit down and be confused for a (1d6-1) turns. Herd animals will start crying out to each other, but will stand very still for 2d6 turns. Birds and dinosaurs (which rely primarily on vision) are largely unaffected. Intelligent creatures will not notice that they have lost their sense of smell, unless they are actively using it. This spell affects all fauna within 5 Mega Hexes of the target. Any IQ 7 or less animal in that area will loose their sense of smell for a whole day. It costs 2 ST to cast or only 1 ST if the wizard has an Am Bush seed. (David Michael Grouchy II)
Shadow (C): AW, p12
Shock Shield (T): AW, p12
Speed Movement (T): AW, p12
Summon Giant Badger (C): Developed by gnome wizards, and used widely by gnomes, dwarves and halflings. This spell is their alternative to summon myrmidon. Costing 2 ST plus 1 ST per turn the badger stays, the badger (ST 12 DX 13 IQ 5 MA 10 DAM 2-2/ 2-1 in HTH Armour 1) will fight or burrow for the caster.
Summon Myrmidon (C) (modification):Brings a human fighter with ST plus DX equal to 24 and 8 IQ to follow the caster's commands. This fighter may have any 1-handed sword, axe/mace or pole weapon plus a dagger for weapons, and may wear either cloth, leather or no armor, but may not have a shield. The fighter knows only basic talents necessary to use weapons. Costs 2 ST to cast, plus 1 ST per turn that the fighter remains. (Also AW, p12)
Summon Large Snake (C) Brings a large poisonous constrictor (12 ST, 12 DX, MA
8, 1d6+1, save on 3d6 vs. ST or take an additional 1d6 from poison) to follow
the caster's orders. If a constrictor gets an opponent in HTH, the victim
must make a 3d6 save vs. ST each round to avoid being crushed for 1d6+2
damage. All attacks at these snakes are made at -3 DX. Cost (2/1). (Peter Taylor)
Trailtwister (S): AW, p12
Trip (T): AW, p12
Ward (S): AW, p12
Warm (T): IP5, p12
IQ 11

Acute Hearing (T):The subject of this spell will have the Acute Hearing talent for the next hour.
Costs 2 ST to cast.
Control Animal (T): AW, p12
Control Annelid (T): This variant of Control Animal, works on any Annelid (i.e. worm), regardless of ST. It is cheap to cast and maintain (1 ST + 1 ST/turn to maintain) as worms have really simple nervous systems. This spell is generally used by halflings and elves on their giant compost worms to guad the villages. It is rarely taught to outsiders for obvious reasons (a ready fighting force for raiders!).
Create Air (C): Creates one hex of clean fresh air. Costs 1 ST per hex.
Create Wall (C): AW, p12
Destroy Creation (T): AW, p12
Fire Hot (S): This spell may be cast on logs or other flammable materials. It makes the material burn more efficiently. It gives off almost no lite, except for a deep red glow. Almost all energy is produced as heat. The material will burn producing almost no ash and smoke, burning into CO2 and H2O as completely as possible. The material will produce about 3 times as much heat as normal. Only one Fire Hot can be cast on some items. Cost is 3 ST per 10 kg of material. Lasts until burnt, but loses slightly in efficiencies if not burnt with in a month. (-Rick Smith/AcidHT)
Illusion (C): AW, p12
Levitate (T):The subject of this spell can float up or down with an MA of 6. DX penalties are as for flight. Horizontal movement is difficult at best with this spell. Costs 2 ST to cast, plus 1 ST per turn to maintain.
Persuasiveness (T): AW, p12
Reveal/Conceal (T): AW, p13
Reverse Missiles (T): AW, p12
Rope (C): AW, p12
Shape Earth (T): Allows caster to move earth about and shape it into any form. The earth moves two hexes per turn and will be permanent if it is formed into a stable structure (a hill). It will last 12 turns if unstable (a wall or column). If the earth moves into or out of someone's hex, that person may move out during his next movement. If the person fails, he will be buried. He then gets a 4/ST roll to escape. If he fails, he is considered to drown. A hex of earth will move for 12 turns. Costs 2 ST to cast per hex of earth moved and can be renewed by spending 1 ST.
Silent Movement (T): AW, p12
Skin of the Serpent (T): Gives the caster magical scales that grant 2 HS
without DX penalty. Duration 6 rounds. Cost (2/0) (Peter Taylor)
Sleep (T): AW, p12
Spell Combustion (T): causes any 1-hex plant or animal to burst into magical flame. This flame will burn or damage all who come in contact with it (according to the 1-hex fire rules) but does not damage the being it was cast upon.
A very effective spell for the wizard or warrior attacked by slimes or for anyone caught in a multiple HTH battle.
Cost: 2 ST to cast, 1 each turn it is maintained. IP4, p8 (Paul Wagner)
Staff To Snake (T): AW, p12
Summon Animal (C):This spell summons an animal to follow the caster's commands. The animal summoned may be any 1-hex animal with 20 or less ST, 14 or less DX, and 6 or less IQ. Some examples: black bear, jaguar, dire wolf, giant spider, etc. Costs 3 ST to cast, plus 1 ST per turn the animal remains.
Summon Bear (C): AW, p12
Tail trip(T): Gives any creature which does not already have a tail a large tail, similar to the tail of a reptile man. The tail will be just as long as the creature occupies hexes. Thus a 3 hex Giant will have a 3 hex long tail. The tail swings back and forth through the creature's rear and side hexes. Anyone standing in the affected hexes must make 3/DX roll or be knocked down. This spell costs 2 ST per 12 turns the tail is to last. (David Michael Grouchy II)
3-Hex Ice (C): A larger version of Ice, this one covers any 3 adjacent hexes. Cost: 3 ST. [Ian Bell/IP2]
Wall of Fire (C):Creates a wall of magical flame that fills one hex extending 3 meters upward.
This fire is similar to that created by the IQ 9 Fire spell, and its effect are almost the same. No creature of less than 8 IQ will pass through a wall of fire nor stay in it. A figure who moves through a wall of fire hex, or is in a hex when the wall is created, takes 4 points of damage. A figure which ends its movement in a hex containing a wall of fire takes 6 hits, and those ending
their movement in any hex adjacent to a wall of fire take 2 hits. While in a hex filled with a wall of fire, a -4 DX penalty is suffered. There is no penalty for standing adjacent, but any attacks made through the wall are also at -4 DX. The effects of the wall are cumulative within a turn with armor and protective spells working against the total. For example, a figure moves through a wall of fire (4 hits) and stops adjacent to it to attack (2 hits). If this person were wearing chainmail, 3 hits would be stopped by armor. If the person had stopped in another wall of fire hex, instead of adjacent to it, a total of 10 hits would have been done and 7 would have penetrated the
chainmail. This fire is hot enough to singe clothing and exposed hair. Costs 3 ST to cast.
Waterproofing (T): This spell renders 2 kg of material waterproof for each 3 ST invested in it. The effects last 6 hours.

IQ 12

Analyze Magic (T): AW, p13
Blast (S): AW, p13
Break Weapon (T): AW, p13
Breath of the Dragon (C): Fiery blast that affects the megahex in front of caster. All creatures must make a 3d6 save v ST or suffer 3d6 damage. Cost (5) (Peter Taylor)
Chattering Skull (S): - analogous to Explosive Gem, weaker... Limited to the IQ of the original critter the skull comes from. Done 1d6 per round, as the Skull bites at the triggerer/target, striking automatically, armour having no effect. The Skull can be destroyed before completing its chattering; strike at it normally, no DX penalty for allies of the victim (it's small, but predictably going for the throat), -3 DX for the victim, and do cumulative damage of half the original critter's IQ, rounded down. The Skull may be thrown, and will attack the target it strikes. Alternately, the Skull may be left as a trap, and will attack the first sentient to touch it. AReverse Missiles or Spell Shield in place on the target of a thrown skull will cause the skull to turn and attack the caster. Neither will affect a skull which was triggered by touch. Additionally, the skull is more powerful against the friends and allies of the person from whom the skull was taken. with increased maximum total damage (1.5 original ST) the result. Example: A man (IQ 12) dies, and the shaman takes the skull and enchants it. He leaves the skull on top of something to guard it. Later, a lone thief touches the skull, which then attacks. Each turn, the skull will do 1d6 damage to the thief, but it can only do 12 (the IQ) points total. The thief has 9 ST, so unless he can do 6 (half the IQ) points to the skull, while striking at -3 DX, he's a dead thief. They'll find him laid out on the floor of the Shaman's hut, with the bloody-toothed skull lying beside him. If there are points left in the damage pool, let the skull be chattering when they find it. Costs 2 fST per 3 ST (= original IQ) of skull to cast, rounded up – powerful skulls take some preparation. (by Ed Thorn)
Drain Strength (S): AW, p13
Earth to Stone (T): Turns an item made of earth or clay into hard stone. Costs 3 ST for an item that weighs 10 kg, 5 ST for an item of up to 1 hex size and 5 ST per additional hex size.
Eyes-Behind (T): AW, p13
Fireball (M): AW, p13
4-Hex Web (C): As the IQ 9 spell but cast on four connected hexes and ST
costs is 4.
Freeze (T): AW, p13
Freeze Object (T): The reverse of Heat Object. The temperature of the object lowers 10‘C per minute. Costs 1 for an object about the size of a fist, 2 for one cubic foot, 3 for 1 hex, 3 more for each additional hex. Continuing the spell costs the same as casting it each minute.
Ice Ball. (M): This is a missile spell that does 1d-1 damage / ST. You may put a maximum of 5 ST into the spell. It does double damage against fire and heat based creatures. As its damage is primarily cold, very well insulated people will have extra armor, as GM decrees. It can do knock back like a Magic Fist. It does 1cm / hit tunnelling. (Rick Smith/AcidHT)
Invisibility (T): AW, p13
Knotting/Unknotting (T): Spell knots and tangles any one lasso, bola, rope, whip etc. rendering it useless until untangled with an Unknot spell or unpicked in 3d-DX+12 turns. Cast on a rope that is already ensnaring somebody then treat that rope as though it had been there for one turn longer and if removed it will still be tangled. One Unknot spell will negate the effects of one knot spell, or untangle any naturally tangled rope, whip etc. or free somebody from bonds, lasso, or magic rope, or part the weave of one net. ST cost of both spells is 2. (Ian Bell/IP2)
Mage Sight (T): AW, p13
Magic Rainstorm (C): AW, p13
No Smell (T): Removes the odor of a subject and makes him undetectable by smell. Lasts 1 hour. Costs 2 ST plus one per extra hex of the subject.
Poisonous Cloud (T): A small poisonous cloud (one hex) covers the victim's
head doing 2d6 of damage on the initial round. Save vs. ST on 3d6 to avoid
falling down coughing. Cost (2)
Repair (T): AW, p13
Shape Air (T): Lets caster create movements of air over a small area. It will blow in a stream up to 1 hex wide and will carry 5 hexes for each point of ST put into it. A person hit by the wind must make a ST roll on a number of dice equal to the ST put into the spell. If he fails, he is pushed back one hex. He makes the roll every turn. The wind lasts 6 turns.
Sleet (M): Originally the property of the Ogre Magi, this spell functions as a cold version of fireball; i.e. a jet of icy shards and hail which inflicts 1-1 cold damage for every 1 ST the wizard invests in it. . Furthermore, a victim hit must make a 3/DX roll or suffer a 2 point penalty to MA for 2 turns due to being covered with rime and ice.
Sonic Blast (S): Similar to Dazzle, this spell creates a deafening noise. All hearers within 5MH of the wizard without intervening doors or wall save the wizard himself are at –2adjDX for the remainder of the turn, are deaf for the next 5 turns (including turn cast), and must roll 2/ST to remain standing. Creatures relying predominantly on hearing as opposed to sight are at –5 adjDX for the first turn and –3 for the next four. Sonar reliant creatures such as bats will be flying blind for the next five turns and probably crash. ST 5. Can be heard at 50 MH. (Ian Bell/IP2)
Stone to Earth (T): The reverse of Earth to Stone. Costs double ST of Earth to Stone.
Summon Giant Snake (C) Brings a huge poisonous anaconda (30 ST, 12 DX, MA 12,
2d6+1, save on 3d6 vs. ST or take an additional 1+1d6 from poison) to follow
the caster's orders. If an anaconda gets an opponent in HTH, the victim must
make a 4d6 save vs. ST each round to avoid being crushed for 2d6 damage. Cost (4/1) (Peter Taylor)
Summon Warrior (C):Brings a human fighter with ST plus DX equal to 28 and 9 IQ to follow the caster's commands. The ST must be at least 14, and the fighter always knows the Warrior talent. This fighter may have any sword, axe/mace or pole weapon plus a dagger for weapons and may wear either cloth, leather, chain or no armor and may have a shield. The fighter knows only the basic talents necessary to use the weapons and shield, plus Warrior. Cost 3 ST to cast,
plus 1 ST per turn the warrior remains.
3-Hex Fire (C): AW, p13
3-Hex Poison gas(C): As the IQ 9 spell but ST cost is 3.
3-Hex Shadow (C): AW, p13
Warm Wood. ( Also called Warm Wool ) (T): This will make organic materials about twice as insulative as normal, affecting about one cubic meter of materials. This spell may be recast on the same object up to 5 times, each time, costing twice as much.
If this spell is cast on your armor, you stop half of all magical heat or cold damage (ie, fires, sleet storms). At GM's option it may stop additional hits of sudden non-magical heat or cold damage.
If this spell is cast on your clothing, each time it is re-cast it increases the clothings temperature rating by 10 degrees C. As a rule of thumb, consider each of these materials twice as insulative as the one before: Organic Superconductors, Gargoyle Skin, Wood, Cloth, Goose Down, Hothess Fur, Vacuum.
This spell will last for about seven days or until the item is damaged by more than 50% of its total hits. For 3 times its regular cost the spell can be made to last for one year. Note that since organic materials are more difficult to enchant, this accounts for the higher IQ & shorter durations than the Warm Rock spell. One hex of the spell can be removed with a Remove Thrown Spells, and all connected hexes can be removed with a Dissolve Enchantment. The base cost of this spell is 1 ST. (Rick Smith/AcidHT)

IQ 13

Close Tunnel (T): Creates up to one hex of rock, extending forth from an existing stone
surface. The stone created by this spell is permanent and can't be dispelled (the way a "Wall of Stone" spell can). It takes the entirety of a round for the wall to form, anyone in the hex is
automatically displaced to the adjacent hex of their choice at the end of the round. The stone can be broken through by tools or missile spells at the normal rates given under "Mining" in ITL.
Control Elemental (T): AW, p14
Control Person (T): AW, p13
Create Earth (C): Creates one hex of good earth. Costs 4 ST per hex created. Costs 2 ST per hex to turn mud into earth.
Curse (T): AW, p14
Deform Spell (T): IP7, p22 (NB: IQ was omitted for this one - I estimate an IQ 13 spell)
Destroy Air (T): The reverse of Create Air. Victims in a hex must make a 3/ST roll or suffer 1-1 damage. A thunderclap is also heard. Costs 2 ST per hex.
Earth Vision (T): This spell allows a figure to look through the earth and see caves, bodies of ore, entombed victims, buried treasure, cut stone and bricks. Spell lasts 6 turns. Costs 2 per 10 meters of range.
Extended Blast Fireball (S): A different type of fireball spell. Does 1-1
for every 2 points of ST you spend (maximum of 6 ST). It will affect the target hex at full damage. Subtract 1-1 from each additional hex radius. This spell is -1 DX for every megahex distant the target hex is. See example diagram for effects and how the spell conforms to tight conditions
Fangs (C): Gives the caster snake fangs for 12 rounds which do same damage as
a dagger (1d6-1) . The caster may cast this sell and "bite" in the same
round. In addition, if damage is scored, the victim must make a 3/ST roll or suffer 1d6 additional damage. (This spell is ideal for the caster taken to the ground). Cost (3) (Peter Taylor)
Fireproofing (T): AW, p14
5-Hex Ice (C): Just like Ice, except this one covers any 5 contiguous hexes. Cost: 4 ST. [DCS]
Flesh Flesh (T): This unusual spell is just like Stone and Iron Flesh, except that it makes the subject's skin just like normal human skin - stopping exactly zero hits per attack. Alright, I know you're asking yourself, "Why would any wizard want to cast this ludicrous spell? The answer is that they wouldn't want to, unless they use it in an offensive manner. Gargoyles and dragons are much easier to kill if they've had this spell cast upon them. Flesh Flesh will take all of the natural armour of any figure (but not add-on armour like leather or chainmail) and reduce it to nothing - pretend it's not there. It will also counteract the effects of the various other Flesh spells, making them temporarily useless as well. It will not reduce the effects of Warrior and Veteran - these have more to do with how "tough" a figure is, not the hardness of their skin.
This spell can be a nasty trump card against figures who rely too much on their natural and magical protections. Cost: 1 ST for every hit of armour neutralized, plus 1 per turn to maintain [DCS]
Flight (T): AW, p13
4-Hex Image (C): AW, p14
Heat Object (T): Increases the heat of an object up to the amount achieved by a smith's forge. The temperature of the object raises 10‘C per minute. Costs 1 for an object about the size of a fist, 2 for one cubic foot, 3 for 1 hex, 3 more for each additional hex. Continuing the spell costs the same as casting it each minute.
Increase Fertility (T): This spell guarantees fertilization for any one animal or hex of plant life. Recently pollinated crops will double their normal yield, and a woman impregnated within the past day and then affected by this spell will become pregnant. Many gods have this effect on them at all times. Cost: 5 ST. [Greg Sharp/IP6]
Open Tunnel (T): AW, p14
Poison Immunity (T): causes all poisons to fail as if a successful saving roll was made. Has no effect on an existing poison in body. 2ST for 1 minute & 1 ST for every minute thereafter. IP6, p13 - (Greg Sharp, final alteration suggested by Dave Seagraves)
Predict Weather (S): This spell gives the wizard foreknowledge of the coming weather for his current location. For each point of ST put into the spell, the wizard can forecast one additional day's weather, e.g. 7 ST to forecast the weather for the next seven days.
To cast this spell, the wizard must spend five turns speaking words of power, either shouting them, or pronouncing them in a loud clear voice. At the end of this time, the wizard does not make the usual DX roll, but instead pays the ST cost and makes a 3/IQ roll. If the roll fails, the ST put into the spell is lost, and the wizard learns nothing. If the roll succeeds, the wizard's forecast will have 100% accuracy, barring changes in the weather, e.g. by another wizard casting a Control Weather spell. (Erol K. Bayburt)
Predict Weather (T): Subject can forecast the weather . Will not predict unnatural meddling in the weather. Costs 2 ST per day of the forecast.
6-Hex Image (C): Lets wizard create an image of anything no greater than 6
hexes in size. Cost: 3 ST.
Slippery Floor (T): AW, p14
Snake Charm (T): Similar to CONTROL PERSON, but works an monsters and animals
as well, and the saving throw is more difficult. Save at 4d6 vs. IQ. Cost
(4/1)
Spanish Moss (C): Creates one hex of slimy, gooey, icky vegetation (yech!) that stops and chokes anyone entering it. Creature must roll DX to escape, sword adding +2 DX. (Costs 3 fST) (Philip Carpenter, TSG#26).
Sticky Floor (T): AW, p14
Stone Flesh (T): AW, p14
Stop (T): AW, p14
Summon Gargoyle (C): AW, p13
Summon Large Animal (C):This spell summons an animal to follow the caster's commands. The animal summoned may be any size animal with 30 or less ST, 15 or less DX, and 6 or less IQ. Some examples: grizzly bear, tiger, lion, giant scorpion, gantua, giant lizard, etc. Costs 4 ST to cast, plus 1 ST per turn the animal remains.
Telekinesis (T): AW, p14
3-Hex Wall (C): AW, p14
3-Hex Wall of Fire (C):Like the Wall of Fire spell, but affecting any 3 connected hexes. Costs 5 ST to cast.
Torpedo (S): As the mine spell, places an invisible explosive ward within a megahex of the creating wizard. The difference is the torpedo will move toward an enemy of the wizard ('scenting' them) if the enemy ends a movement phase within 4 hexes of the spell, and striking (i.e. exploding) the following round on the adjDX of the wizard who created it. It has a maximun MA of 6, so will be unable to reach a target that has moved more than 6 hexes from being scented. Once activated, the torpedo will explode in one turn. The torpedo explodes causing 2d6 damage to the enemy and that person or monster must make a 3d6 roll vs. DX or fall down.This spell can only be placed in an unoccupied hex and is treated as a special protection spell (as per AW p.4 rules). An enemy with Mage Sight will not know the difference between a mine or torpedo spell. This spell costs 4 ST to cast but unlike the mine spell only lasts 12 turns. A mage who knows this spell will also know the IQ 10 mine spell.
Weapon to Serpent (T): Temporarily turns opponent's weapon into snake under casters command. Stats of snake are: ST 6, DX 12, MV 6, bite does 1-2, save vs poison on 3d6 or take an additional 1d6. Cost (2/1) (Peter Taylor)

IQ 14

Amnesia (T):Makes the subject forget all or specific events of one hour duration. If questioned, subject will remember nothing for 24 hours after the spell is cast, will remember on 5d/IQ roll on the following day and on a 3d/IQ roll on any subsequent day. Subject will not remember spontaneously. If specific events are to be forgotten, spell will take several turns to cast. Costs 4 ST to cast, plus 2 ST per hour since the target time.
Bladeturn (T):This spell puts a protective aura over the subject which makes it much more difficult to hit the person with a physical attack. All creatures making physical attacks on the person protected by this spell must roll 5d/adjDX to hit. This spell will not protect against spells cast at the person in any way. Costs 4 ST to cast, plus 1 ST per turn to maintain.
Body of Shadow (S). When this spell is cast the subject appears to be in deep shadow, as if lit by dim indirect lights. It is very noticeable in bright sunlight. As well as becoming harder to see in dim lights the subject gains special advantages near or within shadow spells.
A figure with this spell on them is harder to notice when hiding in natural shadows. Someone trying to detect the subject of this spell in dark shadows is at -1 IQ to their detection roll if the subject is moving, and -3 IQ if the subject is still.
A figure with this spell can see through shadow spells as if they are not there.
A figure with this spell gains a limited regeneration in shadows. Damage done to someone with this spell already on them while they are in a shadow hex, will regenerate at 1 pt. per turn, so long as this spell is maintained and the subject remains in a shadow hex. If either of these conditions is lost, even for a moment, the regeneration is interrupted and the damage becomes real. The spell will last for 3 turns and may be maintained in 3 turn increments.
Cost: 3 fST plus 2 fST for an additional 3 turns. (Rick Smith)
Dispel Illusions (S): AW, p14
Explosive Gem (S): AW, p15
Flame Missile (T): Causes one missile weapon to flame doing +1 damage. Weapon is unaffected. Costs 4 ST, lasts 12 turns.
Flame Weapon (T): Causes one weapon to flame. Treat it as a flaming weapon (see AW). Iron weapons are unaffected, but wooden ones turn to ashes after the spell. Costs 4 ST, lasts 12 turns.
4-hex Illusion (C): AW, p14
Fresh Air (T): AW, p14
Glamor (T): AW, p14
Lightning (M): AW, p14
Magic Mist (C): Anyone entering a magic mist hex becomes disoriented and must make a 3/IQ roll to move a further hex in a desired direction, failure means moving one hex in a random direction (which may be the desired one). Process continues until character emerges from the mist or mist vanishes after 12 turns. People are seen as blurry outlines in the mist so –2DX per mist hex attacked from, into or though and the GM should remember that in battle players may mistakenly attack their friends. Exceptions: The casting wizard is not disoriented by his mist but does suffer the DX penalties; a figure running into magic mist from outside moves two hexes in before becoming disoriented; those with Mage Sight are unaffected by magic mist; animals roll 2/IQ to avoid disorientation. ST cost is 2 for 1 MH and 1 per further MH. The centre of all created magic mist must be within the wizard's MMH on creation. (Ian Bell/IP2)
Numb Spell (T): IP5, p7
Remove Thrown Spell (T): AW, p14
Rend (T): Ignores armor. If it hits - rends tendons and muscles and victim suffers 2d6 damage. If a 3, 4, 5 or 6 is rolled then a bone is broken as well; see the Crippling Hits Option on p21 of Advanced Melee. Cost (3)
Scales of the Dragon (T): Gives the caster magical scales that grant 4 HS without DX penalty. Duration 6 rounds. Cost (4/0) (Peter Taylor)
Spell Shield (T): AW, p14
Summon Giant (C): AW, p14
Summon Lesser Demon (C): AW, p15
Telepathy (T): AW, p15
Weapon/Armour Enchantment (T): AW, p14

IQ15

Astral Projection (S): AW, p15
Calling (S): AW, p15
Control Missile (T):Acts exactly as Reverse Missiles, except that the person protected has the
option to redirect an attack on a target other than its originator. Only 1 attack may be redirected per turn, all others are simply reflected back. The attack must be from a visible foe and a 3d/adjDX roll must be made in order for the redirected attack to hit. Costs 3 ST to cast, plus 1 ST per turn to maintain. IP4, p8 (Joe Karwan)
Create Gate (C): AW, p15
Explosive Fireball (M): Like the Fireball spell, but the fireball explodes upon hitting the target, doing fire damage to nearby figures as well - subtract 1 "die" (i.e. 1-1) for every hex away from the target. Figures behind hard cover (like a wall) and anyone protected from fire (such as with a Fireproofing spell) only take half damage. Multi-hex figures (like giants) take damage for every hex within the explosion's area, but armour protects separately against each attack. Cost: 2 ST per (1-1) of damage. [Dave Seagraves]
Giant Rope (C): AW, p15
Hammertouch (T): AW, p15
Iron Flesh (T): AW, p15
Megahex Avert (T): AW, p15
Pentagram (C): AW, p15
7-Hex Ice (C): Covers any 7 adjacent hexes with Ice. Cost: 5 ST. [Ian Bell/IP2]
7-Hex Image (C): AW, p15
7-Hex Poison gas(C): As the IQ 9 spell but ST cost is 5.
7-Hex Shadow (C): AW, p15
Sleet Storm (M): This missile spell affects every one in its path and all figures in the hexes adjacent to its path as well. There is no Roll To Hit or Miss, simply make a roll to see if the spell comes off, then all figures in the area affected take damage. Dodging figures may roll one less die, should they choose to jump or dive out of the way.
To jump out of the way (you remain standing) requires a 5vsDX if you are in the center of the line, or a 3vsDX if you are at the edge. To dive out of the way (you fall prone) requires a 4vsDX if in the center of the line, or a 2vsDX if you are on the edge. The range of the spell is equal to 10 meters times the ST put into the spell. Every one in the area takes 1d-1 damage per ST put into the spell with fire and heat based creatures taking double. You may put in a maximum of (your IQ/3 round down) strength points into this spell.Prequisite: Ice Ball. [ Ny-Cassis ] (Rick Smith/AcidHT)
Spellturn (T):This spell puts a protective aura over the subject which makes it much more difficult to cast spells upon the person. It also makes it more difficult for illusions and summoned creatures to hit the person. All creatures attempting to cast spells on the person protected by this spell, as well as all illusions and summoned creatures, must roll 5d/adjDX to hit. This spell will not protect against magical weapons wielded by real (non-summoned) creatures. Costs
4 ST to cast, plus 1 ST per turn to maintain.
Stinking Cloud (T): A expanded version of the poisonous cloud spell. A large poisonous cloud that covers an entire megahex doing 2d6 of damage. Save vs. ST on 3d6 to avoid falling down coughing. Cost (8)
Summon Great Animal (C):This spell summons an animal to follow the caster's commands. The animal summoned may be any size animal with 50 or less ST, 15 or less DX, and 6 or less IQ. Some examples: cave bear, sabertooth, scimitar cat, small dinosaur, etc. Costs 5 ST to cast, plus 1 ST per turn the animal remains.
Summon Spican StarDog (C): (IP7, p21)
Summon Veteran (C):Brings a human fighter with ST plus DX equal to 32 and 9 IQ to follow the caster's commands. The ST must be at least 16, and the fighter always knows both Warrior and Veteran talents. This fighter may have any sword, axe/mace or pole weapon plus a dagger for weapons and may wear either any non-fine armor or no armor and may have a shield. This fighter knows only the basic talents necessary to use the weapons and shield, plus Warrior and Veteran. Costs 4 ST to cast, plus 1 ST per turn that the warrior remains.
Summon Small Dragon (C): AW, p15
Teleport (S): AW, p15
10-Hex Image (C): Creates an image of anything no larger than 10 hexes.Cost: 5 ST.
Unnoticeability (T): AW, p15

IQ 16

Blood to Dust (S): Range is touch. Caster must roll to hit and inflict a wound upon the victim drawing blood. The spell takes over and turns victims blood to dust, killing him. Save vs. ST on 4d6. A victim successfully saving still takes the damage from the original hit, plus a number of hits equivalent to the how much the save roll failed by. Additionally, the victim cough dust up out of his lungs and be at -3 DX for 24 hours. Cost (8)(Peter Taylor)
Butter Flesh (T): With this spell a caster is able to reduce the hits stopped by a foe and his armour to -1. Weapons gouge, cleave, mush the victim's flesh as though it were butter. Perhaps those witnessing the carnage should be made to roll vs. nausea. Cost: 1 ST for every hit of armour neutralized, plus 1 per turn to maintain. [Mark Gundel]
Control Will (T):Exactly like the Control Person spell, but a 4d/adjDX roll is needed to save
against it. Costs 5 ST to cast, plus 1 ST per turn to maintain.
Create/Destroy Elemental (S): AW, p16
Death Spell (T): AW, p16
Long-Distance Telepathy (S): AW, p16
Megahex Sleep (T): AW, p16
Portable Hole (C): Creates 1 hex of hole (sic) per 2 ST spent.This hole when placed upon anything will penetrate to the opposite surface,regardless of distance. For example, if placed on a wall, it will penetrate to the next room, hall, or the outside, whichever is closest. If placed on the floor or ceiling, it will penetrate to the next level, and yes, if placed on the floor of the lowest level, it will penetrate Cidri (However, the laws of gravity, if they exist on Cidri, will not allow one to travel there by this means). Also, if placed on a hollow object, such as a chest, it will penetrate only to the center. Because of its unstable properties, however, it will last only 5 minutes (60 turns), then fade (NOT shrink!) and vanish. IP6, p5 (Bruce Morton)
7-Hex Fire (C): AW, p16
7-Hex Illusion (C): AW, p16
7-Hex Wall (C): AW, p16
7-Hex Web (C): As the IQ 9 spell but cast on seven connected hexes and ST
costs is 6.
Staff Of Power (S): AW, p16
Summon Dragon (C): AW, p16
Summon Object (S): This spell has no immediate effect when cast on an object, but the object affected can be summoned by the caster at some later point, so long as the spell has not expired.This summoning can transport the object a maximum distance of 10xIQ in miles, and occurs regardless of physical barriers, although pentagrams and similar magical barriers can prevent it from activating. The object to be summoned must be an inanimate object weighing no more than the caster's ST in kilos, and must be a discrete object, not a section of a larger one. The caster must be touching the item in order to place this spell on it. The total ST cost is halved if the caster places the spell on a STAFF or STAFF OF POWER that he has made. Note that if the caster can temporarily raise his IQ through AID spells or the like, the distance over which he can summon an object is increased correspondingly.On a 16 to 18 DX roll, the spell goes awry and transports the item to a random location within 10xIQ miles. ST Cost 4 + 2/day, (Stan Rydzewski)
Trance (S): AW, p16
Write Scroll (S): AW, p16

IQ 17

Blast Trap (S): AW, p17
Cleansing (T): AW, p17
Cone of Cold (S): By means of this spell, the wizard creates a cone-shaped area 1 hex wide at the apex and 6 hexes wide at the base (i.e. 6 hexes deep) of bluish frost, inflicting 1 die damage for every 6 ST invested in it.
Discrete Astral Projection (S): Lets wizard send a willing subject with whom he has physical contact with another place within his astral body. The astral body will be armed and equipped similarly to the subject as forAstral Projection. The only way for the astral body to return home to the real one is for a wizard who knows the spell to touch the real body and 'call' it back. This takes 5 turns and requires a DX roll. If the calling wizard is not the one who originally cast the spell then he must pay 5ST. Note that save by telepathy or signaling to somebody with Mage Sight, the astral body cannot inform anybody that he wants to return. (Ian Bell/IP2)
Dissolve Enchantment (T): AW, p16
14-Hex Image (C): Creates an image no larger than 14 adjacent hexes. Cost:
6 ST.
Earthquake (S): Shakes the affected area. The area may be anywhere within 20 hexes. Each 20 additional hexes of distance will add a -1 DX penalty. Cost depends on strength of spell and area affected. Base cost is 2 ST and 2 per turn to maintain. Add 2 ST if 2 megahexes are affected, 3 if three megahexes are affected, and so on. Strength of spell is as follows:
Tiny: Just a slight swaying. Pay base cost.
Mild: Slight damage to buildings. Multiply base cost by 2. 3/DX for all within area to remain standing.
Severe: Stone walls crack; towers may fall. Multiply base cost by 4. 4/DX for all within area to remain standing.
Elemental Swarm (S): This spell requires an allied elemental of any type, and an environment capable of supporting such elementals, as is usual for spells summoning such. The casting cost is one ST per member of the swarm, plus whatever ST the members of the swarm will have. All swarm members will have combat statistics identical to the allied elemental. As an example, a wizard with an already-summoned allied elemental of ST1 may summon up to 5 (Maximum, vis Rule of Five) swarming elementals at a cost of 2 ST (One for the member, one for the member's ST of 1) each. Successive castings of this spell may summon more swarming elementals, but the allied elemental is not available to support any new casting while any of the first swarm remain. (Ed Thorn)
Maera Devaine's Solar Sylph Swarm – this is the most famous variant of Elemental Swarm.
This requires the presence of an allied or bound Solar Sylph, a minor airborne form of the more commonly known 'Fire Elemental'. The caster by means of this spell, with the aid of the Sylph, summons to her locale a number of Sylphs allied to the original Sylph (but not, it should be noted, to the caster). The caster may then direct the original Sylph to any point within sight, typically with the task of attacking enemies of the caster in that area. The allied Sylphs will follow the original Sylph, and attack in concert with it at the first, but being flighty creatures, will likely attack nearby figures thereafter. In the habit of their kind, each Sylph rams her tiny incandescent form into the foe of the moment, then flits away, only to circle and ram again. A Sylph will fly from 1 to 6 hexes away from a rammed foe, in a random direction, and then ram herself into the nearest figure, repeating the process until her rage is spent, at which time she will return to her native plane of existence. The touch of a Sylph does 1d-2 damage. Any Sylph summoned by this spell will attack from 1-6 times, but if actually struck (difficult, DX-4) and not dispersed (requires a magic weapon, 1 HP will disperse a Sylph), that Sylph will continue to attack the figure who struck it, up to a total of 9 times, at which point the chill of the Prime Material Plane will force her to return home. A Sylph does not need to roll 'to hit'; her naturally nimble flight and high speed ensure success, but an alert target may save (4/DX) to avoid a diving Sylph. Note that this will not reduce the Sylph's ire; she will continue to attack. Any Sylph striking or struck by any mass of water or other aqueous liquid will be dispersed. Sylphs may not cross wards suitable for the containment of Elementals, and will not approach within the field of magical cold of various Ice spells and similar effects. (Ed Thorn)
Entombment (T): The target is instantly swallowed up by the earth. He remains 20 meters underground, conscious and will live indefinitely. The target will not want for food or water. He may be rescued by tunneling, the reverse of the spell or even teleport (if he can be found). Costs 10 ST to entomb, 6 ST to rescue.
Expunge (S): AW, p17
Flesh To Stone (T): Turns a living object into stone. The target gets a 5/IQ roll to resist the spell. ST cost is 10 per hex of the creature (the entire creature must be petrified.)
Geas (S): AW, p16
Heal (T): This spell heals physical wounds with a successful spell roll. Costs 5 ST for every hit healed, but only 4 ST if wizard also has the Priest talent, or only 3 ST if wizard is also a Theologian - but only if gods really do exist in the GM's campaign (and the wizard worships a benevolent one) - otherwise the cost is 5 ST for everyone. You can assume gods do exist if you're playing solitaire. A failed DX roll to cast Heal costs only 1 ST.
Also, just like the Physicker talents this spell will only work once for each episode of being wounded, such as combat. Any remaining hits taken must be healed normally. [Andrew Morris/Dave seagraves]
Heat Metal (T): IP1, p11 (David Doucette)
Insubstantiality (T): AW, p16
Intestines to Snakes (T): This spectacular spell leaves the victim incapacitated as snakes burst forth from his belly. The victim is automatically knocked down, and cannot attack, defend, or move for three rounds. The victim takes 3d6 damage as 1d6 poisonous snakes ooze out of his abdomen and attack figures in adjacent hexes (but not 'mummy' unless attacked). Cost (5) (Peter Taylor)
Magic Blizzard (C): A similar spell to magic rainstorm, but a storm of pounding sleet and hailstones, which inflict 1 die damage per turn to all within it as well as put out all fires within it. The blizzard lasts 12 turns and may move with an MA of 1 as per magic rainstorm. The cost is 7ST to cast.
Remove Cursed Object (T): AW, p17
7-Hex Wall of Fire (C):Like the Wall of Fire spell, but affecting any 7 connected hexes. Costs 7 ST to cast.
Spellsniffer (T): AW, p17
Staff to Weapon (T): Lets wizard convert his staff into any one piece weapon which he may then wield as if the had the required talent(s) for it. Normal DX penalties apply if the weapon's ST required exceeds the basic ST of the wizard. The staff/weapon will not affect the wizard's subsequent spellcasting in any way and will explode if held against the wizard's will as usual. If this spell is cast on a Staff of Power the weapon will do an extra 2 hits of damage and is immune to Drop Weapon and Break Weapon spells. If the weapon is broken it reverts to a broken staff. ST cost is 2 (or 3 for a peculiar weapon) and 1 per turn to maintain. Note that a wizard could wield an Illusion of a weapon but this would not give him the talent for it. (Ian Bell/IP2)
Stone To Flesh (T): The reverse of Flesh To Stone. Cannot be used to bring a statue to life. Costs 10 ST per hex of the creature (the entire creature must be restored.)
Stun (T): IP1, p11 (David Doucette)
Summon Demon (C): AW, p16
The Little Death (T): AW, p17
Vapor Body (T): Subject becomes gaseous and can seep through cracks, float in the air, etc. Equipment becomes gaseous also, but lose any abilities while gaseous. The subject may be attacked by an Air Elemental (does damage as HTH). A Destroy Air spell does 2 dice damage. Explosions do normal damage. Strong winds will blow a gaseous person along without doing damage. ST cost is 4 plus 1 per minute spell is maintained.
Weakness (T): IP1, p11

IQ 18

Control Gate (C): AW, p17
Control Weather (S): This spell allows the wizard to control the weather. For 5 ST, the wizard may swap one or more aspects of the next two day's (48 hour's) weather:
• The high temperature
• The low temperature
• The wind speed & direction
• The cloud cover & precipitation
For example, the wizard may exchange the wind speed & direction plus the high temperature forecast for the next 24 hours with the wind and high forecast for the following 24 hours after that. The wizard may not completely prevent weather from happening, nor may he create new weather from nothing. He may only rearrange the order in which the weather occurs.
For each doubling of the ST cost, the wizard may swap aspects of an additional day's weather: Three days for 10 ST, four days for 20 ST, five days for 40 ST, and so on. For example, a wizard who spent 20 ST might switch the next low temperature with the low temperature forecast for four days from now, among other rearrangements. It is plausible for a wizard to bring the first frost a week early (ST cost 160), but not to bring it a month early (ST cost one billion). On the other hand, a wizard can delay weather with clever planning and multiple castings of this spell, e.g. to save a rainy day for whatever he needs to save a rainy day for. On the third hand, another wizard who knows the Control Weather spell (or the Gods of Weather) may choose to resist this.
To cast Control Weather, the wizard must spend five turns speaking words of power, either shouting them or else pronouncing them in a loud clear voice. At the end of this time, the wizard does not make the usual DX roll, but instead expends the ST cost and makes a 3/IQ roll. On a successful roll, the weather forecast changes; on a failed one, it doesn't change and the wizard is prevented from casting the spell again for 24 hours.
The "area of effect" of this spell is a radius of 20 km, or the extent of the local microclimate, whichever is less. Other wizards within the area who know Control Weather will automatically sense the attempted change, and can choose to resist it at a cost of 1 ST. This gives the casting wizard a penalty on his IQ roll equal to the number of points by which the resisting wizard's IQ exceeds 10. A resisting wizard with IQ 19, for example, would give a -9 IQ penalty on the casting wizard's roll. If multiple wizards resist, the penalties are cumulative.
Control Weather includes the Predict Weather spell. (Erol K. Bayburt)
14-Hex Fire (C): Creates fire in 14 adjacent hexes. Costs 8 ST to cast. IP1-(David Doucette)
14-Hex Illusion (C): Creates fire in 14 adjacent hexes. Costs 8 ST to cast. IP1-(David Doucette)
14-Hex Shadow (C): Creates fire in 14 adjacent hexes. Costs 5 ST to cast. IP1-(David Doucette)
14-Hex Wall (C): Creates fire in 14 adjacent hexes. Costs 9 ST to cast. IP1-(David Doucette)
Lesser Magic Item Creation (S): AW, p17
Megahex Freeze (T): AW, p17
Permanence (T):Makes a casting of the following spells permanent: Image, Illusion, Darkness, Fire, Wall, Rope, Shadow, and Magic Rainstorm. Also works on multi-hex versions of these spells. If the permanency is removed, the underlying spell effect immediately vanishes unless its normal duration has not yet expired. When a wizard dies, all of his existing Permanence spells expire along with him. This spell does not work on living things (e.g. a hero with Iron Flesh) nor summoned creatures.Costs 8 fST plus 3 per extra hex affected.
Spell-specific notes:
- Permanent Ropes vanish when removed from the original target.
- Permanent Magic Rainstorms are immobile and the water they produce vanishes as soon as it leaves the hex that the rainstorm occupies.
- Permanent Illusions and Images cannot move or change, and the wizard who cast them can not see 'through' them as he could through the eyes of a normal creation. Touching a permanent Image or disbelieving a permanent Illusion will destroy it in the usual fashion.
(Michael Taylor & Stan Rydzewski)
Shapeshifting (T): AW, p17
Steel Flesh (T): 5ST & 1 per turn thereafter. DX or MA is not affected. Spell subtracts 7 h/a adds 2 hits when fists are used in combat.
Stone to Flesh (T): This thrown spell allows the caster to de-petrify any 1-hex figure for 20 ST. The reverse will petrify a victim at a cost of 35 ST.
10-Hex Ice (C): Creates ice in 10 adjacent hexes. Cost: 6
ST. [DCS]
Wizard's Wrath (M): AW, p17

IQ 19

Animate Weapon (T): IP1, p13 (David Doucette)
Cloudkill (C): This spell creates a noxious cloud of greenish gas, which kills all caught in it unless they make a 4 dice roll vs. ST. Those in a hex bordering a safe one may make a 4 dice roll vs. DX to jump clear. The cost is 10 ST per megahex to a maximum of 50 ST spent. The cloud is permanent until dispersed, though any wind will clear it quickly, only lasting for 2 turns outside, or 1 if really windy.
Create Augmented Elemental (S): This arcane spell allows a wizard to somehow create an elemental with heightened sentience and abilities. Thus, instead of air, earth, fire and water elementals, storm, seismic, energy and fluid elementals are created. Each augmented elemental can be created in the same place as its unaugmented parent could have been created. The secret is in the spell process which gives the creature heightened powers. The spell is similar to Create Elemental in all other aspects. An augmented elemental can be dispelled or controlled by the lesser spells however. This spell costs 8ST to cast and 1 ST per ST of the elemental created.
Helter skelter (or imbue zombie with spells)(T):The origins of this spell are lost, the mage who would admit to creating it would probably be lynched anyway. Basically, this spell is a way of imbuing a skeleton or zombie already created by the spellcaster with some sentience and spellcasting ability. Philosophers are currently arguing over whether this is harnessed or duplicated from the spellcaster himself or by somehow capturing a spirit from the aether somehow. In any case, what happens is that the undead creature gains an IQ of 8 and limited ability to cast spells, while remaining under the control of the spellcaster. The new creature is referred to as a Bone Mage, or Skelter (if from a skeleton) or a Corpse Mage (if from a zombie). Once created, the creature gets a 3/IQ roll to see if it remains under the control of the caster. If it succeeds, it will attack or flee and seek revenge later, depending on the situation. The ST cost is 10 ST plus 5 ST for each IQ 8 spell the wizard wants to give the creature (maximum of 3, thus obeying the rule of 5 with the 1st 2 enchantments being the creation and the 'skeltering' process respectively.). The wizard, or an apprentice with Aid spell, must know the IQ 8 spells to give. In all other ways, the Skelters and Corpse Mages are similar to their predecessors. They look identical to them, though some wizards may dress them up to look like a lich or undead wizard to scare adventurers.
Ice Tomb (C): Entombs a victim in a solid Mh of ice, standing 3.3 m tall. Victim does not die but in 2 minutes will fall unconscious and go into suspended animation. If cast on a person with a Spell Shield their hex will remain free of ice. This ice can not be melted or shattered.
A Destroy Creation will destroy 1 hex of ice, Advanced Destroy Creation will remove a Mh, and a Dissove Enchantment will remove all connected hexes.
This spell will last 1 hour. Cost 6 ST. For 18 ST the duration may be specified by the casting wizard, up to infinite duration. (Rick Smith/AcidHT)
Levitate (T): IP1, p13 (David Doucette)
Light Ray (M): Does 1+1 damage for every 2 ST put into it. It is a very powerful beam of light about 1 cm. in diameter. Because it is so focused, it can easily penetrate most obstacles (and targets), losing only a single die of damage per target struck or per hex of *inanimate* matter penetrated. The caster must roll to hit (or miss) all potential targets in the beam's path until it is reduced to zero dice of damage. The damage is rolled separately for each target. (For instance, if a 4 ST light ray is fired and strikes two figures roll 4d6+4 for the first one and 3d6+3 for the other.) Inanimate matter, including created walls, is not much affected by the beam's passage, only having a clean 1 cm hole punched through it. -IP1 (David Dousette, modified by Stan Rydzewski)
Long Distance Teleport (S): AW, p17
Megahex Fireball (M): This potent missile spell allows the caster to explode a fireball 1 megahex in size doing 1-1 damage for each 2 ST invested in it. Like a normal fireball, it will set fire to everything flammable in the area.
Metamorph Others (T): IP1, p13 (David Doucette)
Metamorph Self (S): IP1, p13 (David Doucette)
Pit (C): IP1, p13 (David Doucette)
Revival (T): AW, p17
Undead Battle Mastery (T): A powerful necromantic spell for boosting undead, which gives them two improvements from the following table:

2: tactics
3: bow
4: running
5: sword
6: axe/mace
7: pole weapons
8: crossbow
9: missile weapons (only if 3 or 4 rolled already, otherwise roll again)
10:thrown weapons
11:2 weapons
12:fencing

And makes them Corpse Warriors (from zombies) or Bone Warriors (from skeletons). Interestingly, all skeletons and zombies know how to use shields.The spell costs 10 ST to cast.
Vampire Spell (T): As Drain spell but with these important exceptions: subject need not be willing or restrained; subject can be killed; the wizard cannot take more than 30ST at any one time, that is, he cannot “absorb” more than 7 ST; only the casting wizard can take the strength; ST taken other than to cure fatigue is lost after 1 minute (12 turns) at 2ST/ turn; ST lost in this manner, through fatigue, is very painful so apprentices will not gladly subject themselves to it; cost for failure is 2ST.(Ian Bell/IP2)
Zombie (T): AW, p18

IQ 20

Adamantine Flesh (T): Stops 10 hits / attack by making the target's skin as hard as adamantine steel. Because of rigidity of skin the spell recipient is at -3 DX and -3 MA. This loss of MA is counted before any doublings or halvings caused by other spells. Costs 4 fST + 1 fST / turn. - (Rick Smith)
Auto Shapeshifting (T): Enables wizard to change himself (only) into any type of known creature not smaller than an ant and no bigger than 7 hexes. The wizard's IQ is preserved, as are his memories, spells and talents. However he would not be able to cast spells requiring voice or gesture in, say, caterpillar form. ST cost is 10 per hour transformed and is paid when wizard returns to normal form (which doesn't require a DX roll). If ST cost exceeds wizard's ST then wizard reverts at ST1 unconscious. The cost must not exceed ST 50, even if the wizard can somehow afford it. Being a 2 or 3 hex figure costs 20ST per hour, 4 or 5 hexes 30, and 6 or 7 hexes 40 per hour. A wizard could use this spell to become a duplicate of anybody he knows but will not have their memories or mannerisms. (Ian Bell/IP2)
Earthquake (S): IP1, p13 (David Doucette)
Enforce (S): IP1, p14 (David Doucette)
Fire Blast (M): IP1, p14 (David Doucette)
Greater Magic Item Creation (S): AW, p18
Multiple Creation (S): IP1, p14 (David Doucette)
Possession (S): AW, p18
Stop Fires (S): This spell will instantly put out all magical fires within its area of effect. Normal fires are not affected. Its is centered around any hex within a MH of the caster.
The spells radius of effect is a mega hex per ST put into it. It lasts for 12 turns. The spell can be maintained for another 12 turns for one half ( round up ) of the original cost to cast. Base cost is 1 ST [ Ny-Cassis ] (Rick Smith/AcidHT)
Summon Large Dragon (C): IP1, p13 (David Doucette)
Word Of Command (S): AW, p18 (all)

• Believe
• Come
• Crawl
• Cry
• Do Not...
• Eat
• Flee
• Freeze
• Go That Way
• Hiccup
• Kill
• Laugh
• Obey
• Quiet
• Scream
• Sing
• Sleep
• Stop
• Surrender

IQ 21
Create Vorodlo (T): Similar to the zombie spell, but requires 5 reasonably intact corpses, no more than 2 days old, and 25 fST to cast. The corpses get moulded into the flying shape of a vorodlo, which will rot as zombies do unless wearing a zombie ring.
IQ 22

14-Hex Ice (C): Turns any 14 or fewer adjacent hexes into ice hexes. Cost: 7 ST. [Ian Bell/IP2]

IQ 26

Enchant Magical Artifact(S): Allows user to make Magical items more powerful than Greater Magic Item Creation. Standard profit for an artificer is $750 / week. Requires an improved lab (normal lab +$50,000). Rental on an improved lab costs $750 / week, supplies & maintenance costs $500 / week. (Rick Smith)
Temperature Wall (T): A figure with this spell, has an invisible barrier around it that automatically speeds or slows heat transfers to keep that figure at what ever temperature it finds comfortable. Any thing you touch at a very high or low temperature, will feel slippery and be very easy to drop, -4 adjDX using it should you have to manipulate it. You do not take temperature damage even if forced to eat something very hot or very cold, or if you are hit by such an object. This spell costs 6 ST to cast + 1 ST / minute to maintain.Coreq Warm Wood. Preq Warm Stone. (Rick Smith/AcidHT)
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Page last modified on December 22, 2015, at 02:15 PM