Dream Park


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Magical Spells
(Magic Users only)
MAGIC SPELL
COST
RANGE
MAGIC SPELL
COST
RANGE
SUMMONING DEFENSIVE
Summon Animal HARD S.AREA Absorb Spell E.HARD SELF
Summon Demon E.HARD S.AREA Armor of Light V.HARD SELF
Summon Elemental V.HARD S.AREA Armor of Thought V.HARD SELF
Summon Monster V.HARD S.AREA Banish Animal HARD S.AREA
Summon Spirits HARD S.AREA Banish Demon E.HARD S.AREA
CONJURATION Banish Elemental V.HARD S.AREA
Breathe Water SIMPLE TOUCH Banish Monster V.HARD S.AREA
Control Fire SIMPLE S.AREA Banish Spirits HARD S.AREA
Control Water SIMPLE S.AREA Break Binding HARD TOUCH
Control Weather HARD L.AREA Breakspell HARD S.AREA
Create Air SIMPLE L.AREA Concealment HARD SELF
Create Darkness SIMPLE S.AREA Dispel Sorcery HARD S.AREA
Create Defender V.HARD S.AREA Extinguish Fires SIMPLE S.AREA
Create Food HARD S.AREA Mystic Shield E.HARD SELF
Create Light SIMPLE S.AREA Protection from Sorcery E.HARD TOUCH
Create Water SIMPLE S.AREA Reflect Spell E.HARD SELF
Door Ward HARD TOUCH Remove Paralysis HARD TOUCH
Enchant Weapon HARD TOUCH Resist Fire HARD TOUCH
Enlarge/Reduce V.HARD TOUCH Rune HARD SELF
Greater Shapechange E.HARD TOUCH Shield Against Fire V.HARD SELF
Growth of Plants HARD L.AREA Spell Ward E.HARD SELF
Magewind (cont. at end) HARD L.AREA Stone to Flesh V.HARD TOUCH
NECROMANTIC Turn Spell E.HARD SELF
Aura of Death SIMPLE S.AREA Wall of Fire HARD L.AREA
Awaken the Dead V.HARD TOUCH Wall of Force V.HARD S.AREA
Corruption HARD TOUCH Wall of Ice HARD L.AREA
Plague V.HARD TOUCH Wall of Stone V.HARD L.AREA
Poison SIMPLE TOUCH Wall of Thorns HARD L.AREA
Speak with Dead HARD S.AREA Dome of Invulnerability E.HARD S.AREA
Steal Life Force V.HARD TOUCH KNOWLEDGE
Touch of Death E.HARD TOUCH Alarm HARD TOUCH
Zombie Master E.HARD L.AREA Clairvoyance E.HARD SELF
ILLUSION Crystal Scrying V.HARD SELF
Cascade of Lights SIMPLE S.AREA Detect Illusion HARD S.AREA
Illusion HARD S.AREA Detect Invisible V.HARD S.AREA
Invisibility V.HARD TOUCH Detect Lifeforce SIMPLE L.AREA
Mage Fire HARD S.AREA Detect Material HARD L.AREA
Multi-Mirrored Image HARD S.AREA Detect Sorcery SIMPLE L.AREA
OFFENSIVE Follow HARD TOUCH
Arrow of Fire HARD L.AREA Infravision SIMPLE SELF
Bind Person V.HARD S.AREA Locate Object V.HARD L.AREA
Bind Soul E.HARD TOUCH Magesight SIMPLE L.AREA
Blast of Force HARD BLAST Reveal Danger HARD L.AREA
Blinding HARD L.AREA Understand Speech HARD S.AREA
Charm HARD S.AREA MOVEMENT
Curse E.HARD S.AREA Astral Projection E.HARD SELF
Deathword E.HARD S.AREA Fast Ground Speed HARD TOUCH
Dehydrate HARD TOUCH Featherweight SIMPLE TOUCH
Disintegrate E.HARD BEAM Great Leap SIMPLE TOUCH
Earthquake HARD L.AREA Levitate HARD S.AREA
Fireball V.HARD BLAST Limited Transport V.HARD SELF
Flesh to Stone V.HARD TOUCH Mystic Gate E.HARD S.AREA
Hands of Flame SIMPLE TOUCH Pass Through Walls V.HARD SELF
Ignite V.HARD TOUCH Slow Flight HARD TOUCH
Lava Eruption E.HARD L.AREA Slow Time E.HARD SELF
Mists/Obscurement SIMPLE L.AREA Teleport E.HARD SELF
Mystic Arrow SIMPLE L.AREA CONJURATION(cont.)
Paralyze HARD BEAM Mend SIMPLE TOUCH
Repulsion SIMPLE S.AREA Move Earth SIMPLE S.AREA
Rust HARD TOUCH Noise SIMPLE S.AREA
Shatter HARD TOUCH Shapechange V.HARD TOUCH
Sleep SIMPLE L.AREA Silence SIMPLE S.AREA
Stunning Grasp SIMPLE TOUCH Stone to Sand HARD S.AREA
Swallowed by Earth V.HARD L.AREA Transmutation E.HARD TOUCH
Thunderbolt V.HARD BEAM Vaporous Body V.HARD TOUCH
Transformation E.HARD S.AREA Weapon of Power E.HARD TOUCH

COSTS

SIMPLE..............................................2 Game point buys 1 point of skill
HARD.................................................3 Game point buys 1 point of skill
VERY HARD......................................4 Game point buys 1 point of skill
EXTREMELY HARD.........................5 Game points buys 1 point of skill
(NOTE: Cost is doubled if Skill is outside Profession.)


SPELL DESCRIPTIONS

SUMMONING
Summon Animal...........HARD..........Small Area
This spell summons one random animal, allowing the Magic User to command it to perform one task. The animal's combat and dodge skill have a base level of between 1 and 6 (roll 1 die for each) and cause damage based on a one die roll (1-2=Light, 3-4=Critical, 5-6=Deadly). Duration: till task complete.

Summon Demon...........E.HARD..........Small Area
This spell summons one random demon (choice defined by GameMaster for his particular Game), allowing the Magic User to command it to perform one task. The Demon's combat and dodge skill have a base level of between 2 and 12 (roll 2 dice for each) and cause Very Deadly damage with its natural weapons. It also has 4-20 Wounds (roll 4 dice) and skin equivalent to Very Heavy Armor. Duration: till task complete.

Summon Elemental...........V.HARD..........Small Area
This spell summons one random elemental foce (Earth, Air, Fire or Water - choice of GameMaster), allowing the Magic User to command it to perform one task. The Elemental's combat and dodge skill have a base level of between 1 and 6 (roll 1 die for each) and cause Very Deadly damage with its natural weapons. It also has 2-12 Wounds (roll 2 dice) and skin equivalent to Medium Armor. Duration: till task complete.

Summon Monster...........V.HARD..........Small Area
This spell summons one random monster (choice defined by GameMaster for his particular Game), allowing the Magic User to command it to perform one task. The Monster's combat and dodge skill have a base level of between 1 and 6 (roll 1 die for each) and cause Deadly damage with its natural weapons. It also has 3-18 Wounds (roll 3 dice) and skin equivalent to Heavy Armor. Duration: till task complete.

Summon Spirit...........HARD..........Small Area
This spell summons one random Spirit (as defined by GameMaster for his particular Game), allowing the Magic User to command it to perform one task. The Spirit's combat and dodge skill have a base level of between 1 and 6 (roll 1 die) It also can use both Aura of Death and Corruption spells at +5, has 1-6 Wounds (roll 1 die) and has protection equivalent to Light Armor. Duration: till task complete.

CONJURATION
Breathe Water...........SIMPLE..........Touch
Allows caster/target to breathe water for up to 10 turns. Duration: 10 turns.

Control Fire...........SIMPLE..........Small Area
Allows the caster to control the size and intensity of any fire within a small area around himself. Any damage caused by the fire can be increased /decreased by up to two levels of damage (from Light up to Critical, or from Deadly down to Serious). Duration: 3 turns.

Control Water...........SIMPLE..........Small Area
Allows caster to control and shape up to 100 gallons of water; you can form shapes, move it in desired directions, etc. Duration: 3 turns.

Control Weather...........HARD..........Large Area
The caster is able to control de weather immediately around himself (Large Area). He may create rain, snowstorms, hailstone showers and unseasonable warmth. However, subjects within the area of effect (while cold, wet and possibly sunburnt), take no damage. Duration: 3 turns.

Create Air...........SIMPLE..........Large Area
Creates a volume of air completely filling a Large Area around the caster. Duration: 6 turns.

Create Darkness...........SIMPLE..........Small Area
Creates a globe of absolute darkness in a Small Area around the caster. Lasts until dispelled.

Create Defender...........V.HARD..........Small Area
This spell allows the caster to create a single warrior to defend him in mortal combat, using a sword, club, energy sword or other melee weapon appropriate to the epoch of the Game. The Defender will fight for 3 turns, has a Melee Weapon skill of 4, has 12 Wounds and is wearing any type of Light Personal Armor appropriate to that epoch. Duration: 3 turns.

Create Food...........HARD..........Small Area
Creates up to 10 lbs. of food (caster's choice of type and amount) each time it is cast. Permanent.

Create Light...........SIMPLE..........Small Area
Creates a globe of light entirely filling a Small Area around the caster. Lasts until dispelled.

Create Water...........SIMPLE..........Small Area
Creates up to 100 gallons of water. Permanent.

Door Ward...........HARD..........Touch
Creates a barrier around any doorway the caster touches, with a strength equivalent to 20 Wounds. Lasts till dispelled or broken.

Enchant Weapon...........HARD..........Touch
This spell enchants a specific weapon, granting 2 extra points to any Melee Attack (accuracy AND damage) made with it. Duration: 4 turns.

Enlarge/Reduce...........V.HARD..........Touch
Allows the caster to enlarge or reduce the size of any object or creature, up to 100 times its normal size or 100th of normal. Duration: 3 turns.

Greater Shapechange...........E.HARD..........Touch
The caster has the ability to change shape into anything (of the same mass and general size) he desires, also gaining the abilities of whatever he is changed into at this time. Lasts until dispelled.

Growth of Plants...........HARD..........Large Area
This spell increases the growing power of any plants within a Large Area of the caster for up to 3 turns. Each turn, the size of the plant increases by one level; 5 square feet of grass expands to 10 square feet of brush, then brush to trees (20 square feet), and trees to giant redwoods (40 square feet). Very good for creating barriers between the caster and opponents. Duration: 3 turns.

Magewind...........HARD..........Large Area
This spell allows the caster to create a strong wind capable of blowing over most humans (caster's Willpower roll vs. defender's Atheltics roll) in a Large Area around himself. If knocked over, the target will take Light damage. This spell can also be used to propel sail-driven vehicles at up to Slow Ground Speed. Duration: 3 turns.

Mend...........SIMPLE..........Touch
This spell allows the Magic User to repair one non-magical item of any sort to its original (as if new) condition. Permanent.

Move Earth...........SIMPLE..........Small Area
Creates a tunnel in the earth 6 feet wide and 30 feet in front and in back of the caster. Lasts 5 turns. Moves with caster. Duration: 5 turns.

Noise...........SIMPLE..........Small Area
Creates a loud explosion of random noise in a Small Area around the caster. Duration: 3 turns.

Shapechange...........V.HARD..........Touch
The caster has the ability to change his own (or another's) shape to anything of the same mass or size. He does not, however, gain the abilities of whatever he is changed into at this time (for example, as a bird, he could not fly). Lasts until dispelled.

Silence...........SIMPLE..........Small Area
Creates a globe of absolute silence in a Small Area around the caster. Lasts until dispelled.

Stone to Sand...........HARD..........Small Area
Turns any stone object up to 1000 pounds into an equal volume of sand. Permanent.

Transmutation...........E.HARD..........Touch
The caster can change the composition of up to 1 lb of material to a more valuable form; lead becomes gold, gold becomes diamonds, etc. The duration and permanency of the change is decided by the GameMaster.

Vaporous Body...........V.HARD..........Touch
Gives the caster/target a body with the consistency of mist, capable of going through any air-permeable surface. Duration: 4 turns.

Weapon of Power...........E.HARD..........Touch
Increases the damage done by a specific weapon by two levels (such as from Light to Critical) for 4 turns.

NECROMANTIC
Aura of Death...........SIMPLE..........Small Area
The caster is surrounded with an aura of horror and death. All living things (excluding caster and allies) within this area must immediately retreat beyond the affected space. Duration: 3 turns.

Awaken the Dead...........V.HARD..........Touch
The caster can bring one dead creature back to a state of half-life until the spell is broken. In this state, the undead creature regains all of the skills and abilities it had while alive, but is still in a rotting, putrescent state. Duration: until dispelled.

Corruption...........HARD..........Touch
The caster's touch causes any living things to putrefyand decay, taking Serious damage for 4 turns.

Plague...........V.HARD..........Touch
The caster's touch causes any living thing to sicken and rot horribly, taking Critical Damage each hour until dead. Dispelled by the Clerical Spell Purify.

Poison...........SIMPLE..........Touch
The caster causes any living thing touched to take Deadly Poison damage until the grip is released. Lasts until grip is broken.

Speak with Dead...........HARD..........Small Area
The caster can speak to any dead thing whose remains are within a Small Area of himself. It will communicate to him in the manner which it used in life (men speak, cats yowl, etc.).

Steal Life Force...........V.HARD..........Touch
Allows the caster to take up to 4 Wounds from another target and add these stolen Wounds to himself. He may not raise his total Wounds to greater than the original number. Duration: single touch.

Touch of Death...........E.HARD..........Touch
The caster's touch causes any living being to take Very Deadly Damage. Lasts until grip is broken.

Zombie Master...........E.HARD..........Large Area
Allows the caster to control all undead creatures within a Large Area of his position until dispelled. The undead follow all commands, and may leave the caster's area to perform specific tasks. Duration: until dispelled.

ILLUSION
Cascade of Lights...........SIMPLE..........Small Area
The caster launches a fountain of brilliant fire works from his hands, causing blindness and a -3 penalty to any target's attacks and other actions. Duration: 1 turn.

Illusion...........HARD..........Small Area
The caster can create a single illusion (filling a Small Area around himself), which appears real in all aspects. The illusion appears to react to the world as the real thing would, but cannot actually physically manipulate things. A Willpower roll may be made against the caster's Will to resist this spell. Duration: until dispelled.

Invisibility...........V.HARD..........Touch
The caster (or a selected target), is rendered Very Hard to spot with any Awareness roll. He may attack while in this form, but this will reduce spotting him to a Hard task. Duration: 6 turns.

Mage Fire...........HARD..........Small Area
The caster is surrounded by a flickering barrier of raging blue fire. Anyone crossing the barrier takes Serious Damage. A Willpower roll may be made vs. the caster's Will to resist. Duration: 3 turns.

Multi-Mirrored Image...........HARD..........Small Area
The caster creates a multitude of shifting, realistic images of himself in a Small Area, each doing exactly the same thing. Anyone attacking the caster will be at a -4 point skill penalty. Duration: 4 turns.

OFFENSIVE
Arrow of Fire...........HARD..........Large Area
The caster creates a magical arrow (bow required) that causes anyone it hits to burst into flame (Critical Damage for two turns). The arrow then burns away. Damage can be avoided on the second turn by pulling out the arrow (a Hard First AAid task). Duration: one shot.

Bind Person...........V.HARD..........Small Area
The target is wrapped and bound in webs if twisting black and red energy. he may not move or act, and may only be released by use of a Dispell. Duration: until dispelled.

Bind Soul...........E.HARD..........Touch
The target's consciousness is transferred and bound into any small inanimate object, while his body goes catatonic. The soul may only be released through use of an Exorcise spell. Duration: until exorcised (the soul returns to the original body, unless it is destroyed). A Willpower roll may be made against the caster's Will to resist the spell.

Blast of Force...........HARD..........Blast
The caster's target is struck by a glowing red blast of power, causing Critical damage. Duration: one blast.

Blinding...........HARD..........Large Area
The caster causes one target within a range to suffer absolute blindness. All actions are made at a -5 penalty. Duration: 3 turns.

Charm...........HARD..........Small Area
The caster is able to create an aura around himself of good fellowship and trust; the target will regard the caster as a good friend and treat him as such for up to 5 turns. A Willpower roll may be made against the caster's Will to resist this spell.

Curse...........E.HARD..........Small Area
The caster inflicts his victim with a deep pall of unluck and ill fortune. The target will have an automatic -4 penalty in any action he takes until the Curse is removed by use of a Cast Off Curse spell. Duration: until dispelled.

Deathword...........E.HARD..........Small Area
The caster shouts a single word so horrible that his target instantly takes Very Deadly damage. One target only; must be within a Small Area of effect. Duration: one shout.

Dehydrate...........HARD..........Touch
The caster instantly sucks most of the liquid out of the target, causing Deadly damage to any living organism. This can also be used to absorb up to 30 gallons of water at a casting. Duration: 1 turn.

Disintegrate...........E.HARD..........Beam
The target begins to disintegrate over 4 turns, each turn taking Very Deadly damage. If the target reaches 0 Wounds during this time, it is entirely vaporized. Duration: 4 turns.

Earthquake...........HARD..........Large Area
The caster causes the Earth around himself to open up and churn furiously. The attack lasts 2 turns, each turn causing anyone within the area of effect to have a -4 penalty to any action (caster excepted). Duration: 2 turns.

Fireball...........V.HARD..........Blast
The caster releases a blast of seething flame which engulfs everything within reach. All targets take Very Deadly damage.

Flesh to Stone...........V.HARD..........Touch
The target is turned to stone over 2 turns, each turn receiving Serious Damage. If the damage killed the character, he may not be restored; if he is merely wounded and turned to stone, he can be freed with a Stone to Flesh spell (but damage is not healed). Duration: 2 turns.

Hands of Flame...........SIMPLE..........Touch
The caster's hands are wreathed in a ball of fire, causing Serious damage to anything he touches. Duration: 2 turns.

Ignite...........V.HARD..........Touch
The caster's target bursts into flame spontaneously, taking Light damage. This may also be used to start fires with any dry wood or tinder. Duration: 2 turns.

Lava Eruption...........E.HARD..........Large Area
The caster causes the earth around himself to open up and gout huge spurts of boiling rock. The attack lasts 2 turns, each turn causing Very Deadly damage to all trapped in the area with the exception of the caster himself.

Mists/Obscurement...........SIMPLE..........Large Area
The caster causes the earth around himself to open up and exude a thick, choking mist. The effect lasts 6 turns, during which anyone (except caster) within the area of effect will take all actions at a -3 penalty.

Mystic Arrow...........SIMPLE..........Large Area
The caster creates a magic arrow (bow required) that causes a Serious wound the turn it hits, a Light wound the next turn, and a Very Light wound the last turn. The arrow then melts away. Damage can be avoided on successive turns by pulling out the arrow (a Hard First Aid task). Duration: one shot.

Paralyze...........HARD..........Beam
The caster's target is immobilized for 1-6 turns (roll 1 die).

Repulsion...........SIMPLE..........Small Area
The caster creates an aura of disgust around himself or his target. All living things within this area must immediately retreat beyond the affected space. A Willpower roll may be made against the caster's Will to resist this spell. Duration: 3 turns.

Rust...........HARD..........Touch
The caster's touch causes the target (any ferrous metal) to rust over time, each turn taking Serious damage until it is rusted away (0 Wounds). Duration: until dispelled.

Shatter...........HARD..........Touch
The caster's touch causes any hard, non-living target to shatter and break (Critical damage). Duration: one touch.

Sleep...........SIMPLE..........Large Area
The caster causes any desired targets within a Large Area around himself to fall into a deep sleep. The sleep will last up to 2-12 turns (roll 2 dice) or until dispelled. A Willpower roll may be made against the caster's Will to resist this spell.

Stunning Grasp...........SIMPLE..........Touch
The caster causes a blast of disorienting power to stun anyone he touches. The target is confused and at a -5 penalty to any action he attempts. Duration: 3 turns.

Swallowed by Earth...........V.HARD..........Large Area
The earth beneath the target opens up and swallows him. The resulting pit is 12 feet square, 12 feet deep, and has smooth sides (climbing out is a Very Hard Atheltics task). Permanent.

Thunderbolt...........V.HARD..........BEAM
The caster hurls a bolt of lightning to strike several targets in its path (Beam). All targets take Critical damage. Duration: one bolt.

Transformation...........E.HARD..........Small Area
The caster can change any living thing into another living thing of equal mass and size (for example, a 100 lbs. man into a 100 lbs. panther). He may also change a living thing into something not normally of equal size or mass; it will simply retain its original mass/size ratio in the new form (example: a 100 lbs., 6 foot frog). Does not grant changee the abilities of the new form. Lasts until Dispelled or Breakspelled. A Willpower roll may be made against the caster's Will to resist this spell.

DEFENSIVE
Absorb Spell...........E.HARD..........Self
The spell allows the character to absorb the energy of one attacking spell. The spell must then be released as the next spell the absorber casts (if A hits B with a Fireball, the next spell B casts must be a Fireball). However, the spell may be stored for as long as he wishes. Duration: absorbs one spell.

Armor of Light...........V.HARD..........Self
The caster raises a protective barrier of shimmering light around himself, making him invulnerable to all light-based attacks, including Blinding, Create Light, Create Darkness and Spray of Light. Duration: 6 turns.

Armor of Thought...........V.HARD..........Self
The caster raises a protective barrier around his mind, making him invulnerable to all mentally based spells (Sleep, Charm, Repulsion), as well as the Psionic attacks of Mental Enfeeblement, Emotion Attack, Mental Command, Domination, Illusion, Mental Link, Mental Illusion, Mental Transfer, Mind Wipe, Psibolt, Read Mind, Telepathic Stun, Telepathic Invisibility and Sense Emotion. Duration: 4 turns.

Banish Animal...........HARD..........Small Area
This spell counters the Summon Animal spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one banishment.

Banish Demon...........E.HARD..........Small Area
This spell counters the Summon Demon spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one banishment.

Banish Elemental...........V.HARD..........Small Area
This spell counters the Summon Elemental spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one banishment.

Banish Monster...........V.HARD..........Small Area
This spell counters the Summon Monster spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one banishment.

Banish Spirit...........HARD..........Small Area
This spell counters the Summon Spirit spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one banishment.

Break Binding...........HARD..........Touch
The spell protects the caster or another subject against all binding spells (Bind Person, Bind Soul) for 4 turns.

Breakspell...........HARD..........Small Area
This allows the caster to "break" or disrupt one spell in the process of formation, or to stop any attacking spell currently being used (the eqquivalent of a magical Dodge). The attacking spell dissipates and must be restarted all over again. Duration: one use.

Concealment...........HARD..........Self
The character can blend into any type of background, making it a Hard task to spot him. Duration: 6 turns.

Dispel Sorcery...........HARD..........Small Area
This spell removes the effects of one lasting magical force, such as Enchantment, Weapons of Power, Arrows of Fire or Mystic Arrows, and other protective spells. In short, if the spell lasts longer than a single use, it can be dispelled by this cantrip. Duration: one use.

Extinguish Fires...........SIMPLE..........Small Area
The caster can extinguish all fires within a Small Area of his location, no matter how powerful or large they are. Effect does not move with caster. Duration: 2 turns.

Mystic Shield...........E.HARD..........Self
The caster raises a small protective barrier just enough to deflect a single material attack each turn. The mystic shield stops any and all types of physical attacks, including weapons strikes, bullets, energy bolts, blows, bolts, blasts, mystic and fire arrows, fireballs, thunderbolts, magewinds and earthquakes. Duration: 3 turns.

Protection from Sorcery...........E.HARD..........Touch
This protective cantrip allows the caster to make himself (or one other person per casting) more resistant to sorcery; all damaging spells do two levels less damage (Deadly becomes Serious, for example), and all other spell effects last half as long (for example, a four turn spell only lasts for two turns). Duration: 3 turns.

Reflect Spell...........E.HRD..........Self
This spell bounces one attacking spell back at the original caster (who takes full effects). Duration: 3 turns.

Remove Paralysis...........HARD..........Touch
Counters the effects of the Paralyse spell. Duration: one use.

Resist Fire...........HARD..........Touch
The caster gives himself (or one other person) a greater resistance to fire in all forms. While the spell lasts, all fire damage is reduced by three levels (such as from Critical to Light). Duration: 4 turns.

Rune...........HARD..........Self
With this spell, the mage creates a mystic rune that guards against internally directed attacks. While the runesign is raised, the caster is immune to Ignite, Dehydrate, Flesh to Stone, Disintegrate, Corruption and Transformation spells. Duration: 4 turns.

Shields Against Fire...........V.HARD..........Self
This spell surrounds the caster with a shield of impenetrable to fire in all its forms, including fireballs and walls of flame. While wrapped in this shield, he may not be harmed by fire in either direction. Duration: 4 turns.

Spell Ward...........E.HARD..........Self
This spell creates a barrier over the skin of the caster, warding against all forms of magic, and making it impossible to pass any spell through in either direction. Duration: 4 turns.

Stone to Flesh...........V.HARD..........Touch
Reverses the effects of the Flesh to Stone Attack, but does not remove damage taken before the counterspell is used. In short, the body may not be stone, but it's still damaged and must be healed. Duration: one use.

Turn Spell...........E.HARD..........Self
This spell defelcts one attacking spell off to strike another selected target; if A attacks B and B uses Turn Spell, he could direct that spell to strike A or C. Duration: 2 turns; will deflect only one spell during this period.

Wall of Fire...........HARD..........Large Area
The caster instantly fills the area around himself with a 30 foot tall wall of flame. Anyone crossing the wall immediately takes Very Deadly damage. The wall can be straight, staggered, etc. Duration: 6 turns.

Wall of Force...........V.HARD..........Small Area
The caster instantly fills the area around himself with an 18 foot wall of force. The wall can take 40 Wounds of physical damage before it is destroyed. The wall can be straight, staggered, etc. Duration: 6 turns.

Wall of Ice...........HARD..........Large Area
The caster instantly fills the area around himself with a 30 foot wall of ice. The wall can take 20 wounds of physical damage before it is destroyed. Fire-based damage is considered to be doubled. The wall can be straight, staggered, domed, etc. Duration: 6 turns.

Wall of Stone...........V.HARD..........Large Area
The caster instantly fills the area around himself with a 24 foot wall of stone. The wall can take 30 wounds of physical damage before it is destroyed. The wall can be straight, staggered, domed, etc. Duration: 6 turns.

Wall of Thorns...........HARD..........Large Area
The area immediately around the caster is filled with a dense, impenetrable (can take 15 wounds) thicket of thorns 24 feet tall. Those entering the thicket take Serious Damage. Lasts 6 turns.

Dome of Invulnerability...........E.HARD..........Small Area
The caster instantly fills the area around himself with an 18 foot dome of invulnerable force. The dome is equivalent to Cosmic Armor, stopping 20 points of each damaging attack made upon it. No spell may be passed in or out of the dome. Lasts 3 turns.

KNOWLEDGE
Alarm...........HARD..........Touch
The caster is able to cast an "awareness" over a particular person, place or thing. This awareness will warn the mage whenever the person, place or thing is approached, no matter where the mage is in relation to the alarmed thing. The warning may be a noise, flash of lights, or a mental call. Duration: until dispelled.

Clairvoyance...........E.HARD..........Self
The caster is able to spy, (as though through a remote TV camera), on any distant person, place or thing, for 10 turns. Duration: 10 turns; can also be stopped by Breakspell, Spell Ward or Dispell Sorcery.

Crystal Scrying...........V.HARD..........Self
The caster is able to spy through any common crystal or mirror (as though through a remote TV camera) on any distant person, place or thing. Lasts 4 turns. Cannot be stopped by Breakspell, Spell Ward, or Dispell Sorcery.

Detect Illusion...........HARD..........Small Area
Counters all illusion spells, allowing the mage to determine the true nature of something. Duration: 4 turns.

Detect Invisible...........V.HARD..........Small Area
Counters all invisibility spells; a spellcaster can see any invisible object within a Small Area. Effect moves with caster. Duration: 4 turns.

Detect Lifeforce...........SIMPLE..........Large Area
The caster is able to determine the presence of aany living creature (or bound soul) within his range, and unerringly determine its location. The effect can move with the caster and lasts for 6 turns.

Detect Material...........HARD..........Large Area
The caster is aable to determine the presence and location of a particular type of material, such as a gem, leather, water, metal, etc. The effect can move with the caster and lasts for 3 turns.

Detect Sorcery...........SIMPLE..........Large Area
The caster is able to sense the use or recent use of sorcery within a Large Area of his position. He may also use this spell to determine if an item or place is of a magical nature. Lasts 6 turns.

Follow...........HARD..........Touch
The caster is capable of tracing any creature, person or object he has previously encountered as long as he begins at the start of its trail. Lasts until dispelled.

Infravision...........SIMPLE..........Self
The caster is able to see clearly in almost absolute darkness. Lasts until dispelled.

Locate Object...........V.HARD..........Large Area
The caster may use this spell to locate any hidden object he has held before. Once cast, he will instinctively know where the missing object is. The Large Area effect can move with the caster and lasts until dispelled.

Magesight...........SIMPLE..........Large Area
The caster is able to determine the type of magic (Necromantic, Knowledge, Movement, Offensive, Defensive, etc.) place upon a person, place or thing. Duration: 4 turns.

Reveal Danger...........HARD..........Large Area
The mage is able to determine the safety of a particular area or object by concentrating on it. The answer will be either "safe" or "not safe"; the actual threat will not be described. Duration: 3 turns.

Understand Speech...........HARD..........Small Area
A universal translation spell, allowing the caster to understand any spokeb language, as well as the gestures and sounds of animals and birds. Duration: one Game Day.

MOVEMENT
Astral Projection...........E.HARD..........Self
The caster has the ability to project an immaterial astral body to any location, moving at a speed equivalent to Fast Flying. The body may not touch material things, and has access (and vulnerability) to any spell or psionic attack, excepting those affecting material objects. Duration: 5 turns.

Fast Ground Speed...........HARD..........Touch
The caster (or subject) is capable of moving as fast as a Fast car. Duration: 3 turns.

Featherweight...........SIMPLE..........Touch
The caster's (or subject's) effective weight is reduced to that of a feather; he can still fall, but will take no damage no matter what the height. He may also be carried without any difficulty. Duration: 10 turns or until dispelled.

Great Leap...........SIMPLE..........Touch
The caster (or subject) is capable of leaping up to 120 feet at a time. Duration: 3 turns.

Levitate...........HARD..........Small Area
The caster can move 200 lbs. straight up, using only his will. He must be able to see the object with the unaided eye, and can only lift it at Running Ground speeds. Duration: 5 turns.

Limited Teleport...........V.HARD..........Self
The caster is capable of teleporting to any location he can see with the unaided eye. He may not move through forcefields, walls of force or walls of invulnerability. Duration: one teleport.

Mystic Gate...........E.HARD..........Small Area
This gives the mage the ability to open a doorway to any other location desired, whether he has been there or not. He may not gate through forcefields, walls of force or domes of invulnerability. The Gate is 18 feet high, 18 feet wide. Duration: 2 turns.

Pass Through Walls...........V.HARD..........Self
The caster can walk through any solid matter without harm. He may not move through forcefields, walls of force or domes of invulnerability. Duration: 4 turns.

Slow Flight...........HARD..........Touch
The mage is capable of flying as fasr as a slow aircraft. Can be cast on one other per use. Duration: 1 hour.

Slow Time...........E.HARD..........Self
The caster can speed himself up relative to the external world. This allows him to perform up to two actions without any of the normal penalties for multiple actions. Duration: 1 turn.

Teleport...........E.HARD..........Self
The caster is capable of moving instantly to any place he has previously visited, no matter what the distance. He may not move through forcefields, walls of force or domes of invulnerability. Duration: one teleport.


Dream Park TM Tower of Night Enterprises; Dream Park: The Role Playing Game TM R.Talsorian Games.