Magician, Common:
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Greater Suspention:
Suspends an item, or items, in mid-air, or up against a surface.
11-20 lbs.
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Magician's Pact:
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Minor Suspention:
Suspends an item, or items, in mid-air, or up against a surface.
1-3 lbs.
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Suspention:
Suspends an item, or items, in mid-air, or up against a surface.
4-10 lbs.
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Transparency:
Target becomes clear, like pure water.
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clusters to organize:
Adhesion:
Makes a surface sticky.
Aeges Slag:
Mends shielding and force field type spells and item abilities. Fix all shielding items to match the explanation in the magicians spell L#2 “Shield”.
Agmarr’s Defense:
Caster only. 30% invincibility, 30% resistance to physical damage. For one full situation.
Anchor:
Minor x5 Strength, anchor x10 Strength, major x50 Strength, power x100 Strength, magika's x500 Strength and yorlon's x1000 Strength.
Anti-Acid:
This spell will calm the burning effects of acid, or keep an acid-using creature from using its acid ability.
Anti-Air:
This spell will douse the damaging effects of a wind spell or ability, or keep an air-using creature from using its air ability.
Anti-Cold:
This spell will douse the damaging effects of a cold spell or ability, or keep a cold-using creature from using its fire ability.
Anti-Earth:
This spell will negate earthen occurrences that threaten the magician, or keep a earth-using creature from using its earthen ability.
Anti-Fire:
This spell will douse the flames of a fire, or keep a fire-using creature from using its fire ability.
Anti-Water:
This spell will negate water occurrences that threaten the magician, or keep a water-using creature from using its water ability.
Armorment:
+10-40% (roll 1 D-4) strengthening of wood, clay, etc. These types of items can be temporarily strengthened by the caster.
Atrophic Web:
Web burns like acid, eating away what it covers, yet not really acid; magic . . . and no pain.
Banish:
Wherever a creature is Banished, by the power of this spell, outside contact/discovery will have a 50% chance of being lured away from the place of banishment.
Barrier:
Like Shield, yet creatures have to get through it to get to the caster.
Beckon:
Encounter 1 random Jahthein on wish-like pedestal and see what occurs. It would be wise to present gifts to such who would be pacified by a generous soul. This spell has a 30% chance of failure.
Berserk:
+1 attack, +2 movement, + 5-D6 initiative.
Brace the Fallen:
Normal defense can be attempted for the fallen and two chances to roll initiative can be checked for when up on feet again (if fallen wins full offensive turn = -1 move and -1 attack still). Instant to cast (though no other spells can be cast that turn. One hand cast.
Concealment:
Cloaks the target in a magic that escapes all forms of vision abilities and spells so that the target is not detected. Nothing seems out of the ordinary.
Copy:
Copies one page to another, yet the copy is shaded slightly.
Crack:
Effects non-living matter (1-100 damage). Mess around with this spell; mages don’t have great offensive spells at level #1.
Creature Rune:
With each Creature Rune found and memorized roll up one random creature. In doing this the caster will have more power to deal with that specific breed of creature.
Crush:
Magical force causing damage (1-D20 +1 per 5 levels).
Depth Perception:
Tells the depth of a hollow area (i.e., valley, well, hole, cave, etc.).
Detect Magic:
Senses if a caster or item can cast or is magical.
Dragon’s Eye:
One eye of the caster will be half opened while he or she sleeps, keeping watch.
Dropgate:
Causes a magical hiding place that will hold an object or objects. Will hold a person yet they will be caught within unless he or she can either cast the spell or dimension travel (either will release). Effect/description: A dresser will appear as if rising out of a flat plane of dark calm water. Then, upon the caster’s bidding, lower silently and calmly back down.
Duo-Magic:
When this spell is cast, the spell will split physically and mentally. all aspects will clone thus becoming 2 spells instead of the one. The caster can then do what he or she wishes to do with the casting effects. Example: Duo-Magic is cast, and then the spell, "Shield". Two Shield spells will come to life. Caster takes one shield and places the other on an ally.
Dwallin’s Sculpture:
Creates a stature or image from a solid mass of wood, stone, crystal, ice, etc. Takes a while to shape and form as flakes shed from the object, eventually revealing what it is.
False Identity:
Cast it on item. When it is revealed it will give wrong information on that item.
Flick:
Will push or flick something that weighs not more than one-half pound off something else (like a bug or something).
Glare Shield:
Causes a shield to shine, thus giving out a snow-blinding effect upon opponent.
Glob:
Gel shoots out and sticks to the targeted. Very thick and sticky.
Gloss-rock:
Up to a 2" stone is turned to solid glass. Damage from a sling will be at x2.
Glow:
Temp. R-1 to a weapon.
Hammer and Anvil:
Catches target within two unyielding magics, causing physical damage.
Isendaries Major Stash:
Creates a large portal, like a storing space, to place things in. Cast the spell and it opens to the caster. Cast it again and it vanishes. Cast it again, wherever mage may be and it will open with the item(s) the caster has places in it. Size: 10'" x 10'
Isendaries Minor Stash:
Creates a small portal, like a tiny storing space, to place things in. Cast the spell and it opens to the caster. Cast it again and it vanishes. Cast it again, wherever mage may be and it will open with the item(s) the caster has places in it. Size: 12" x 12"
Lurker:
Causes the strong distinction that something threatening lies within a structure, body or water etc.
Mages Crest:
Half-moon exits palm of hand (boomerang fashion). Damage: 75% of Dart +40 to hit a moving target, +60 to hit stationary target.
Magic Lock:
Creates a magical lock or magical strips of magic that secure things.
Mesmerize:
Causes defenses to drop as follows: Defense / Offense: -10 for 3-D4 turns.
Minor Armorment:
+10-40% (roll 1 D-4) strengthening of cloth, burlap, silk, satin, etc. These types of items can be temporarily strengthened by the caster.
Minor Multiplicity:
Can cast 5 1st., 2 2nd. and 1 1st., 1 3rd. and 1 2nd., 1 3rd. and 3 1st., etc. spells in one single turn.
Minor Wisp:
Wisp strikes, causing 130 +10 per level of the caster. 3 attacks / turn.
Morgoth's Plethora:
Can cast multiple spells in the same turn.
Morgoth's Venom Glance:
Avoid magic or be poisoned needed: mage must have a vile/sample of the venom.
Mogruin’s Intangibility:
Advanced intangibility that allows the targeted to keep items on his or her person. The 31st level spell will not do that.
Multiplicity:
Can cast 10 1st., 5 2nd., 3 3rd. and 1 1st., 1 9th. and 1 1st., etc. spells in one single turn.
Portal:
Set one portal up and step in and exit another portal previously set up. These two portals are a link from one to the other.
Projected Hearing:
Caster can hear far away as if right there.
Rapid Flame:
3-D6 bursts of tiny fire-balls each causing up to 20 x the level of the caster.
Reload:
Causes a mechanism to become armed without the wielder doing it (i.e., bow, crossbow, pistol-crossbow, etc.).
Repulse:
Magician holds out hands, as if in rejection of targeted, and a magical force will burst forth, knocking targeted back. Avoid vs. “Stun” or targeted can only defend.
Resilience:
Temp. enchanted weapon with no ability.
Rift:
Links two planes with a tunnel-like rip in the fabric of the planes, enmeshing them together, yet not healing the hole. Anything can pass to and fro.
Rolling Flame:
Fire that travels in a wave, damaging all in its path.
Rolling Thunder:
Sound that travels in an invisible wave, damaging all in its path.
Serenity:
Causes the strong distinction that something Serene, inviting and peaceful lies within a structure, body or water etc.
Sift:
Parts debris and particles. Mage can pick out one certain compound and separate it from others.
Ship-lock:
Keeps a boat or ship in place as if an anchor has been dropped.
Smolder:
Causes damage X level of the caster in all areas for 2-9 turns.
Snare:
Magical net.
Soul Staff:
Mage casts spell on staff. Spell links with the essence of eternity and grants the following powers: Retribution, plane or dimension travel, gate (plane or dimension), prolonged youth (augmentation), shapechange, eclipse (all foes take up to 300 damage per turn = avoid magic. Usable 1/moon. Soul Staff powers: Retribution, Dimension and Plane Travel, Gate, Prolonged youth, Shape change, Eclipse (all foes in area of effect take up to 300 pts. of dam. in all areas of the body (avoid vs. “Magic”). Usable 1 / moon.
Spike:
Invisible sharp attack. Damage = as if magician wields a common Krannik-steel dagger (+80 to strike).
Split-stream:
Like fire-stream, yet three streams shoot out: 1. Acid, 2. Electricity, 3. Fire
Time Stance:
Caster spell-binds self or other into a time-like stasis wherein a certain span of time passes as like the hour in which one takes an afternoon nap. Max. time length: = 3 days. Aging: 1/3 the normal rate while in Time-Stance.
Toll:
Causes bells to toll on their own.
Tomb of Snares:
Spider Swarm (spell is already in the books (just add this one in).
Toy:
Place spell on toy and make it do one action permanently... can cast on it multiple times to make it do multiple things permanently. Cost: 1 D.P. permanently.
Tremor:
Range: 5sp. out from caster in all directions. Dam.: Stun (can defend, yet no offense). Avoid vs. “Magic”.
Trench:
Creates a 5' wide x 5' deep trench in the form of a large circle (16 spaces around???). Can be created in earthen material only, not rock. In solid material trench will cost the caster x5 the normal s.p.
Trigger:
Causes a mechanism to set or release (i.e., crossbow, bow, etc.). Range = 1 spell-points. x vision of caster above 5. Effect: 1 single mechanism.
True Armorment:
+10-40% (roll 1 D-4) strengthening of steel, stone, etc. These types of items can be temporarily strengthened by the caster.
Willow Wisp:
Wisp strikes, causing 230 +10 per level of the caster. 3 attacks / turn.
Yorlon’s Augment:
This spell increases the range area of effect, etc., of another spell cast right after or before it.
Yorlon’s Dart:
Same as L#2 “Dart”, yet multiples cast as follows: 1 per 5 levels of the caster.
Yorlon’s Multiplicity:
Can cast 20 1st., 2 10th., 6 3rd. and 1 2nd., 1 19th. and 1 1st., etc. spells in one single turn.
Yorlon’s Transport:
Transports not biological matter, but a sight (an entire sight) Example: A city
Cluster of old school magician spells: Many of these spells are either installed, or will be placed in other caster lists.
% Roll / Magician's Magic - Level #1 RUNE VALUE / SCROLL VALUE
07-12 *Clean 4,000 400
13-18 *Cut 6,000 600
19-24 *Douse 3,500 350
25-30 *Eerie Voice 4,500 450
31-36 *Far-sight 5,000 500
37-42 *Float 4,500 450
43-48 *Fragrance 2,000 200
49-54 *Gamble Master 9,000 900
55-60 *Gripping Hands 5,500 550
61-66 *Ignite 7,500 750
67-72 *Metal Fist 12,000 1,200
73-77 *Minor Haze 18,000 1,800
86-89 *Strands 6,000 600
90-94 *Strength Strike 10,000 1,000
95-100 *Voice of Hearing 5,500 550
% Roll / Magician's Magic - Level #2 RUNE VALUE / SCROLL VALUE
01-05 *Color 8,000 800
06-12 *Corrected Balance 10,000 1,000
22-24 *Drowsiness 15,000 1,500
25-27 *Electric Finger 10,000 1,000
28-31 *Fall 10,000 1,000
32-35 *Flaming Finger 8,500 850
36-40 *Freezing Finger 8,500 850
41-45 *Hunger 6,000 600
46-50 *Ice 5,000 500
61-62 *Newness 40,000 4,000
63-66 *Off Balance 8,000 800
77-79 *Silence 60,000 6,000
80-83 *Slice 15,000 1,500
84-86 *Slip 10,000 1,000
87-91 *Stop Tongue 15,000 1,500
92-94 *Thirst 6,000 600
95-100 *Voice Mimic 25,000 2,500
% Roll / Magician's Magic - Level #3 RUNE VALUE / SCROLL VALUE
01-08 *Camp Fire 18,500 1,850
09-14 *Chill 30,000 3,000
15-21 *Dagger Phase 35,500 3,550
22-26 *Dust Cloud 16,000 1,600
27-34 *Haze 10,000 1,000
35-40 *Ice-Shards 16,500 1,650
41-50 *Leap 14,500 1,450
51-60 *Open/Shut Spell 18,000 1,800
61-70 *Paddle Feet/Hands 9,000 900
71-75 *Red-Hot Finger 8,000 800
76-85 *Roaring Fire 12,000 1,200
86-90 *Super-Strands 18,000 1,800
91-100 *Warmth 8,000 800
% Roll / Magician's Magic - Level #4 RUNE VALUE / SCROLL VALUE
01-08 Acid Finger 18,000 1,800
09-16 Electricity Stream 67,500 6,750
17-26 Feather Supplies 20,000 2,000
27-34 Fire-stream 55,500 5,500
35-44 Hand Shields 35,000 3,500
45-52 Ice Stream 45,000 4,500
53-62 Infrasonic Blast 90,000 9,000
63-72 Iargone's Black Box 167,000 16,700
73-80 Lasting Darkness 67,000 6,700
81-88 Lasting Light 67,000 6,700
89-100 Speed Reading 18,000 1,800
% Roll / Magician's magic - Level #5
01-04 Acid Doorknob
05-09 Bonfire
10-14 Burning Doorknob
15-21 Confusion
22-28 Cushion Barrier
29-35 Disguise
36-42 Electric Doorknob
43-49 Freezing Doorknob
50-56 Ice Shards
57-61 Lock/Unlock Spell
62-66 Major Haze Spell
67-71 Mass Warmth
72-78 Seal
79-83 Secret Script
84-87 Spying Mouse
88-94 Treasure Value
95-100 Zoom Projectile
% Roll / Magician's magic - Level #6
01-04 Acid-Stream
05-08 Arrow Phase
09-15 Cave Support
16-19 Chameleon Tongue
20-23 Delay Spell
24-28 Dust Storm
29-33 Explosive Text
39-46 Freeze Wind
47-50 Messenger
51-53 Minor Frost-Cloud
54-56 Minor Fire-Cloud
57-59 Minor Lightning-Bolt
60-62 Quickness 1
63-65 Release
66-68 Slowdown
69-75 Spider Magician
76-89 Warding Magic
90-100 Weakness
% Roll / Magician's magic - Level #7
01-02 Acid Webs
07-10 Dark-Shards
11-13 Electric Webs
14-20 Feel-sight
21-23 Fire Webs
24-27 Frost-Webs
28-33 Iargone's Ice Ray
34-38 Levitation
39-43 Light-Shards
44-48 Mass Haze Spell
49-60 Organization
61-70 Place-Shields
81-92 Scroll
93-100 Whirlwind
% Roll / Magician's magic - Level #8
01-09 Animated Pet
10-15 Battle-Bless
16-20 Battle-Curse
21-28 Expel Magic
29-30 Lead-Rain
31-32 Minor Electricity-Cloud
33-40 Shatter Projectiles
41-50 Structure Support
51-60 Temporary Enchantment
61-70 Transfer Rune
71-80 White-Hot Finger
81-100 Zarr's Alchemy (must be an alchemist to use this spell).
% Roll / Magician's magic - Level #9
01-03 Acid Breath
04-11 Anti-Presence
12-18 Boost of Fury
24-25 Counter Spell
26-32 Fire-Breath
33-38 Frost Breath
39-47 Hit-Spell
48-50 Lightning Breath
51-60 Magic Latter
71-80 Magic Stairs
81-91 Miss-Spell
92-100 Transfer Scroll
% Roll / Magician's magic - Level #10
01-05 Charge
06-10 Control Body Temperature
11-15 Electricity Weapon
16-20 Fear
21-23 Fire-Cloud
24-25 Flame Weapon
26-29 Frostbite weapon
30-32 Frost-Cloud
33-37 Immunity to Acid
38-42 Immunity to Cold
43-47 Immunity to Electricity
48-49 Immunity to Fire
50-52 Lightning-Bolt
53-55 Magic Hiding Place
56-57 Minor Acid-Cloud
58-70 Power-Shackles
71-75 Rune-Make
76-80 Summon Item
81-85 White-Hot Hand
% Roll / Magician's magic - Level #11
01-10 Blur Wall
11-18 Changeling
19-26 Current (water)
27-34 Electric Magician
41-48 Fire Magician
49-56 Line of Fire
57-68 Mend
69-76 Reflective Shots
77-90 Reflection Dome
91-100 Thieves Bane
% Roll / Magician's magic - Level #12
13-18 Bubble of Magic Resistance
19-27 Flying
28-34 Globe of Cold
47-54 Ice-Mist-Blast
55-60 Location Spell
61-62 Pinpoint-Dart
63-65 Reverse Projectile
66-70 Strands of Cloaking
71-75 Time Trace
76-90 Wall of Darkness
91-100 Water-Walking
% Roll / Magician's magic - Level #13
01-10 Animated Steed
11-20 Explosive Pine Cone
21-30 Globe of Electricity
31-40 Globe of Fire
41-50 Haunted Dwelling
61-70 Protection From Gasses
71-80 Sleeping Gas
81-90 Torture Spirit
91-100 Twisting Mage
% Roll / Magician's magic - Level #14
01-05 Anti-Magic
06-10 Deep Freeze
51-55 Luck
61-65 Shape Spell
66-70 Spirit-Phase
71-80 Spirit Weapon
91-100 Tempered Surface
% Roll / Magician's magic - Level #15
01-10 Dark Storm
21-30 Light-Storm
31-45 Mass Shield Spell
71-80 Take Weapon
81-90 Tunneling Spell
% Roll / Magician's magic - Level #16
01-18 Density Storm
19-28 Globe of Deadly Gas
29-40 Invisible Strong-Bridge
41-55 Statue
56-65 Sudden Stun
66-75 Transfer Magics
76-90 Voice of Deafening
% Roll / Magician's magic - Level #17
01-15 Flash
16-30 Guardian-Chill
81-85 Spread Lightning
86-93 Stop Avalanche
94-100 Stop Landslide
% Roll / Magician's magic - Level #18
11-20 Avalanche
21-27 Electricity cloud
28-35 Flesh-to-Fire
36-45 Flesh-to-Ice
46-70 Flesh to Stone
71-85 Guardian-Electricity
86-100 Guardian-Fire
% Roll / Magician's magic - Level #19
01-15 Animated Defender
16-25 Crack
26-30 Day-to-Night
31-45 Earth Wave
46-70 Hidden Hut
71-75 Night-to-Day
86-90 Sudden Death
91-100 Temporary Item Drain
% Roll / Magician's magic - Level #20
11-15 Blast-Wave
16-30 Chain Spirit
61-65 Super-Fire Cloud
66-70 Super-Frost Cloud
71-80 Super-Lightning Bolt
86-92 Whirlpool
93-100 White-Hot-Magician
% Roll / Magician's magic - Level #21
16-29 Characteristic Barrier
30-36 Control Force
37-50 Enchanted Script (as read, spell is cast on reader)
66-70 Laser Beam
71-75 Negative Magnetism
76-80 Positive Magnetism
81-100 Secret
% Roll / Magician's magic - Level #22
01-08 Awaken Volcano
76-83 Stone-Shower
% Roll / Magician's magic - Level #23
11-20 Control Temperature
31-40 Guardian-Acid
81-90 Suffocation
91-100 Touch of Black Coma
% Roll / Magician's magic - Level #24
01-06 Creeping Darkness - Give to Lightweaver
07-12 Creeping Light
21-33 Destroy Spirit/Ghost
71-85 Tidal Wave
86-100 Tornado
% Roll / Magician's magic - Level #25
01-08 Animated Warrior
17-24 Expel Enchantment
61-65 Globe of Acid
66-70 Hex
91-95 Power Explode
96-100 Power Implode
% Roll / Magician's magic - Level #26
61-70 Globe of Sun-Heat
71-90 Guardian Poison
91-100 Inferno
% Roll / Magician's magic - Level #27
01-10 Animated Archer
11-15 Death Touch
18-40 Hidden Monastery
41-50 Mass Day to Night
51-60 Mass Night to Day
61-80 Tumultuous Earth
61-80 Dou Existance - Give this to Fate
% Roll / Magician's magic - Level #28
01-05 Animated Thief
09-15 Flesh to Liquid
16-35 Ghost Rider
36-40 Gravity Shift
41-50 Guardian Stun
78-80 Sheet Lightning
81-90 Touch of Death
% Roll / Magician's magic - Level #29
01-10 Destroy Magic Source
33-40 Hurricane
81-85 Warfare-Bless
86-90 Warfare-Curse
91-94 Wrsh's Dagger Storm
95-96 Wrsh's Oxygen Storm
97-100 Wrsh's Snow Storm
% Roll / Magician's magic - Level #30
01-05 Animated Assassin
06-10 Arcane Inscriptions
11-17 Death Glance
18-25 Guardian Jinni
26-27 Lead to Gold
28-35 Mass Invisibility
36-43 Mass Suffocation
56-70 Resist Greater Dragon-Ability
71-78 Spell-Point Oblivion
79-80 Time Barrier
81 Time Stop
82-90 Time Trace
91-93 Wrsh's Acid-Rain Storm
94-96 Wrsh's Fire Storm
97-98 Wrsh's Lightning Storm
99-100 Wrsh's Poison Mist Storm
% Roll / Magician's magic - Level #31
01-04 Align Change
05-06 Arc-Wave of Destruction
07-08 Creeping Day
09-10 Creeping-Night
11-30 Dragon Make
31-40 Drive
41 Draught
42 Earthquake
43 Eclipse
44-48 Facsimile
48-51 Fake-Images 6
52 Falling Star
53 Famine
54 Guardian-Death
55-56 Guardian-Life
57-60 Hidden Kingdom
61-65 Intangibility
66-70 Invincibility
71-80 Knowledge
81-82 Permanent Spell
83-84 Quick-Speed
85 Rift was “Plane Link”
86 Time Shift
87-90 Warfare Master
91-94 Winter Arctic
95-99 Written Magic
100 Yorlon's Power