Following are descriptions of some of the most common spells. If not actually memorized, they are easily recognizable (and may be counterspelled by someone with the appropriate Power). These spells represent offensive, defensive and passive uses of magic. Variations and completely unique common-type spells are possible, and left up to the imaginations of the Players. New spells should be named and thoroughly described when presented to the DM for approval. When writing new spells or spell variations, keep in mind that spells are generally limited to two specific magical effects (as defined by the POWER LEVEL TABLE).
Bolt of Power      A bolt or beam of magical energy (of whatever color) that can be fired at a single target at Power Level range. The bolt does physical damage and may be blocked by physical objects (including armor). Magical protections, such as Mystic Shield, amulets and enchanted armor, provide protection.
Divination      This is the spell of augery, reading and oracular vision. With it, a mage can "see" through time, backwards or forwards, and witness events specific to people, objects or places. The mage must be in contact with the "subject" of the spell (touching the person, holding the object, or in the location). Details can be sought and events witnessed as visions within the caster's mind. The longer the spell lasts, the more detailed the observation.
Elemental Cold      The mage is able to produce unnatural cold throughout Power Level area of effect. The drop in temperature occurs instantly and, depending on intensity, can cause physical damage to creatures and objects. The intensity of the cold is determined by Power Level, as per the following table:Power Level Cold Intensity
1 A cold wind.
3 A winter's day.
7 Arctic night.
9 The cold of space.
Farseeing     With this spell, a mage can extend his/her powers of observation (sight and hearing) beyond normal ability. The mage's senses are the same as they are normally, except for the range and the fact that they are extended beyond obstructions ... It is argued whether a blind mage would be able to "see" with a farseeing spell or not.
Flight      The mage can fly at Power Level speed for as long as he or she is able to concentrate on the act of flying (not Power Level duration). The mage is able to carry a normal amount of additional weight while flying without penalty. However, each additional "person" the mage carries reduces the effective Power Level of the spell by one level.
Illusion      This spell creates visual and auditory projections (like holograms) up to Power Level area of effect in size. An illusion can be virtually anything the mage can imagine (and the Player can adequately describe). With constant concentration, the illusion will behave according to the mage's will. If left on its own (for up to Power Level duration), the illusion follows a simple "pre-programmed" command ... A mage might create the image of a horrid monster and instruct it to "Stand in this corridor and threaten anyone attempting to pass." Illusions are, of course, harmless and non-corporeal.
Light      The mage can produce light (of various colors) that radiates from a point, such as a hand or the tip of a staff. The light illuminates area of effect and can last for Power Level duration.
Magefire      The mage can produce and manipulate flame, either as a sheet or tongue of fire that arcs out to Power Level range or as a great column that fills area of effect (imagine the damage to people and property). Magefire has all of the effects of normal fire and physical damage is determined by Power Level dice (rolled as a Combat Roll with effects determined on the RESULTS TABLE).
Magic Force      An invisible physical force that can be used to lift, move and manipulate objects with strength equal to Power Level. The spell can be directed at a single object out to Power Level range or it may be used to effect multiple objects within area of effect. Magic Force may also be used as a weapon, directed at a target within range as a blunt impact weapon (requiring a Combat Roll - Skill-at-Arms/Power) with damage equal to Power Level dice.
Mesmerism      The mage is able to intrance a creature or creatures (either at range or within area of effect) for Power Level duration. A Power vs. Wisdom or Power vs. Power roll is required against intelligent and magical opponents who are capable of resisting. Mesmerised creatures are vulnerable to suggestions (though they aren't directly controlled) or they may be rendered oblivious to their surroundings - including the presence of others, events or attacks against themselves ... A mesmerised guard might allow intruders to walk past him without any recollection of the event, for example.
Mindspeak      Another popular ability which allows the mage to "tune in" to the thoughts of living creatures (if they have any) within Power Level area of effect. He or she may also communicate telepathically with creatures who do not resist. Forced communication or deep-probing of memories and information requires a Power Roll.
Mystic Shield      With a word and a gesture, the mage can raise a glowing barrier of magical energy that protects against physical, energy and magical attacks. Against weapons and other physical forces, the shield acts as enchanted armor, with Power Level dice figured into the Combat Roll the same way. Agaianst magic, a Power vs. Power Roll is required. Normally, the area covered includes the caster and his immediate vicinity. The shield can be extended out to cover full Power Level area of effect. However, by doing this, spell Power is reduced one level.
Mystic Shield is effective against magical energy, heat and blast attacks - such as Bolt of Power and Fireball. But not passive magical effects or mental intrusion.
Primordial Darkness      The mage can produce utter darkness throught Power Level area of effect, lasting for Power Level duration. No form of normal light or fire will radiate within the area of the spell. However, with a Power Roll, magical darkness can be countered by a Light spell.
Psychic Assault      The mage can launch a blast of psychic energy directly at the mind of an opponent within Power Level range. The roll is Power/Wisdom vs. Power/Wisdom, resolved like a Combat Roll, with results determined on the following table:
0 or less No effect
1-10 Stunned (unable to take action for 1-10 turns/posts)
11-20 Unconscious (for at least an hour. Wisdom reduced one level)
21-30 Comatose (vegetative state until healed. Wisdom/Power reduced to 0)
31+ Death (massive brain damage results in imminent death)
Protective spells, like a Warding (specified), as well as amulets offer resistance against mental intrusion.
Shadowcloak      This spell renders the mage virtually invisible and undetectable to normal senses, regardless of the mage's actions. To his/her own perceptions, the mage is visible while to others, he or she is less than a shadow. The cloak can be penetrated by Sorcerous Sight with a Power Roll.
Shapeshifting      The mage is able to take on the shape and form of another creature for spell duration. The mage acquires the normal (non-magical) abilities of the assumed form. The size of the creature that can be mimicked depends on Power Level, as per the following table.
Power Level Size
1 Small animal (bird, rabbit) or object.
3 Humanoid or animal (up to the mage's own natural size).
5 Large creature (horse, ox, ogre).
7 Giant, dragon, elephant.
9 Colossus, behemoth.
Sorcerous Sight      Through concentration, the mage is able to see in the dark as well as perceive magically hidden or concealed objects or areas within Power Level area of effect. The spell can counter Shadowcloak and the elven stealth ability with a Power Roll. It also allows the mage to see normally within the area of effect of a Darkness spell.
Teleportation      The mage can travel instantly from one location to another without actually crossing the space between. The maximun distance is equal to Power Level range and he or she IS able to transport others along. However, for each additional person (or object of equivalent size) the effective Power of the spell is reduced by one level.
The mage need not know the location he or she is teleporting to - distance and direction are all that is required. However, teleporting into a solid object (like a wall or a giant's ankle) inflicts physical damage on both the teleportee and the object (Power vs. Prowess on the RESULTS TABLE).
(Note that teleporting creates a noticable disturbance, since the instantaneous disappearance of a physical object produces a momentary vacuum and corresponding displacement. The more Power used, the greater the disturbance.)
Warding      This spell creates a field or barrier of magical protection covering the area of effect and lasting for Power duration. Unlike Mystic Shield, Wardings are stable, intended to protect a place instead of a person. The type of protection must be specified when the warding is cast - against physical intrusion, magical detection, spells cast within the area, etc.
Wizard Weather      The mage can produce weather effects throughout Power Level area of effect. These include winds, fogs, rain, sleet, snow (in cold conditions) and lightning. On water, the spell can raise storm waves and waterspouts. The strength and destructiveness of all effects are determined by the Power Level of the spell.