Atlantean Trilogy Archive
A leaf-crowned druid in green robes stands in a forest as fire, a water wave, a whirlwind and flying rocks spiral around him.

The spellbook ofElemental Magic

Magic of nature and the elements.

59 spells across seven levels of ability

Elemental Magic concerns the elements and the natural world. It is the primary field of druids, who revere every living thing, worship the True Elementals or the old gods, keep sacred groves out in the wilds and disdain the ways of civilized men. All witches and warlocks practice it as well, combining it with Black Magic when evil or, more commonly, Enchantment when good. Mystic savants can take two of its spells instead of skills, and charlatans can dabble in it at first level. Spells bearing one asterisk are reserved for its practitioners, and those with two for druids only.

Its spells span all of nature. Animal magic allows the caster to imitate, converse with, locate, influence, summon and command beasts, and plant magic does much the same for growing things, even letting the caster pass through trees. Weather spells forecast, conjure and finally master wind, rain and storms, while spells of fire, frost and ice bring down thunderbolts, lightning, ice storms and firestorms. Earth spells change rock into mud, create quagmires, carry the caster through solid stone and turn creatures to stone. Swarms of spiders, insects and locusts serve as weapons. The mightiest spells call up elementals and even the True Elementals, summon woodland beings, command the weather and restore life.

ISpells of the first level

Animal Mimicry

Duration 1 minute per levelSave NoneSpell type Variable, as stated

The caster can sound exactly like any kind of wild animal, reproducing its call without a flaw. The spell grants no power to talk with beasts, but the calls make a handy way to scare off other creatures or draw attention elsewhere. The effect lasts 1 minute per level of ability, and there is no save.

Ylva had no spear, and the wild boar blocking the trail through the Borean Forest had no patience. She cupped her hands, muttered the old words, and out of her own throat came the deep, wet cough of a brown bear, so perfect that the hair rose on her arms. The boar froze, snorted and crashed away through the bracken. For a few minutes more the Cimmerian witch kept it up, a bear's grumbling roaming the pines, until every jay in the valley had fled. She could not say a word to the boar. She only sounded like the thing it feared.

A scene written for this archive, not from the book

Detect Magic

Range 10 ft.Duration 1 minuteSave NoneSpell type Non-variable

By this spell the caster can see magic: anything enchanted within 10 ft. becomes visibly apparent. The effect is brief, lasting only 1 minute, and it cannot be stretched by the caster's level, since the spell is Non-variable. No save is involved.

The Tharshi trader swore the little bronze sickle had been blessed at Stonehenge itself. Nesta, a druidess of Havar, leaned so far across his stall in the Tartessos market that her braid brushed the merchandise; the spell reached no farther than a long stride, and it would only hold for a minute. The sickle stayed dull and ordinary in her sight. Two tables down, though, a dirty clay whistle glowed like a coal among the junk. She paid for the whistle, left the sickle, and let the trader think her a fool.

A scene written for this archive, not from the book

Eldritch Fire

Range 100 ft.Save vs Dexterity (for 1/2 damage)Spell type Variable; each level of ability adds +1-4 points of damage

The caster flings a bolt of magical flame at a creature up to 100 ft. away. A hit deals 1-4 points of damage, and whatever combustible gear the target is wearing or carrying has a 50% chance of catching fire. A save vs Dexterity halves the damage. The spell is Variable: every level of ability adds another 1-4 points to the bolt.

The Manuan war canoe was still thirty yards off the reef when Tavita, a warlock of Orongo, stood up in the surf and flung a streak of green-gold fire at the paddler in the prow. The man twisted aside and took only a glancing burn across the shoulder, but his cape of dry grass went up like kindling. He tore it off, howling, and pitched into the lagoon. His companions backed water hard. On Orongo, where every child knows a little of the old elemental craft, nobody lands uninvited twice.

A scene written for this archive, not from the book

Fog

Duration 10 minutesArea 100x100x100 ft.Save None, unless victims can outrun or avoid the fogSpell type Variable; each level of ability enlarges the fog by 10x10 ft. or adds 10 minutes

The caster raises a thick bank of fog measuring 100x100x100 ft. and can steer it at 10 ft. per minute from as far as 1,000 ft. away. Inside, nobody can see more than 10 ft. Anyone in the fog who tries to go faster than half speed must save vs Perception or trip, blunder into hidden obstacles and the like.

The fog lasts 10 minutes. There is no save unless the victims manage to outpace or sidestep it. Each level of ability lets the caster either widen the fog by another 10x10 ft. or keep it going for 10 more minutes.

The Pict warband came over the heather at a run, blue-painted and screaming, and Aine the druid simply breathed out. A bank of white fog rose from the burn and rolled uphill to meet them, as tall as a watchtower and wide enough to swallow the glen. Inside it the raiders could barely see their own hands. The ones who kept charging went sprawling over boulders and into each other; the careful ones crept at a walk. Behind the fog, Aine's villagers were already driving their cattle toward the hidden fold above Uallach.

A scene written for this archive, not from the book

Locate Animal

Duration 1 hourArea 1 mile radius circleSave NoneSpell type Non-variable

The caster can track down any one species of animal, provided that species is native to the region where the spell is cast; creatures foreign to the area cannot be found this way. The search covers a circle of 1 mile radius, and the spell runs for 1 hour. It is Non-variable, with no save.

The keepers of the Acheron Zoo had lost two beasts in one night, and they paid a hedge-witch named Takhat to find them before the Pharaoh heard. She stood on the zoo wall, eyes closed, and reached out for the Khitan snow leopard. Nothing. No leopard of that kind had ever walked the Qaddani sands, and the spell could not find it. She tried again for the striped hyaena, a beast of the desert's own, and felt it at once, a warm prickle to the southwest: skulking behind the statues in the Park of Monuments.

A scene written for this archive, not from the book

Minor Healing

Save NoneSpell type Variable, as stated

With a touch, the caster restores three points of damage for each level of ability to any single living creature. Physical contact is required for the healing to take hold, so the recipient must be within reach. The spell is Variable as described, and no save is involved.

The hind had dragged herself into the bracken with a Tharshi arrow still in her flank. Ewan, a druid of the Starr, who follow the red deer and would not eat one, cut the shaft free and pressed both palms against the torn hide. Warmth passed from his hands into the animal. The bleeding slowed, the ragged edges drew together, and the hind's breathing eased from a pant to something like calm. She would limp for a while yet. But when he stepped back she stood, stared at him, and trotted off after the herd.

A scene written for this archive, not from the book

Night Vision

Range 100 ft.Duration 1 hourSave NoneSpell type Variable; each level of ability adds 10 minutes to duration

The caster, or one other recipient within 100 ft., gains clear sight even in total darkness, so that the lack of light is no hindrance. The effect lasts 1 hour, and each level of ability stretches it by another 10 minutes. No save applies.

Night fell over the Ngani Swamp like a lid. Oya, a witch from Gondwana, looked up at her companion, a Qaddani archer perched forty feet up in a leaning mangrove, and whispered the charm toward him. Achmed blinked. The black water below turned gray and sharp, every root and ripple plain as noon, and he saw what the darkness had been hiding: three hunched ghouls wading toward the campfire, bellies low in the mud. He nocked an arrow. The spell would give him an hour and a little more. He meant to use all of it.

A scene written for this archive, not from the book

Predict Weather

Save NoneSpell type Variable, as stated

The caster peers ahead and learns what sort of weather is on its way. How far the forecast reaches depends on skill: each level of ability covers another 24 hours of the coming days. The spell is Variable as described, and allows no save.

The jarl wanted to sail at dawn. Old Sigrun, the Haloga clan's witch, sat on the jetty with her eyes shut and her hands in the fjord water while the longship crews stamped their feet. Tomorrow, she said at last, clear and cold. The day after, a north wind rising. The third day, sleet and a blow that would pile ships on the skerries. Beyond that her sight ran out. The jarl scowled; he had hoped for four days of calm. He sailed anyway, and was home again, soaked and furious, by the third afternoon.

A scene written for this archive, not from the book

Speak with Animals

Duration 10 minutes per level of abilitySave NoneSpell type Variable, as stated

The caster gains the power to converse with one chosen species of animal, exchanging words with its members for 10 minutes per level of ability. Only a single species can be addressed with each casting. The spell is Variable as described, and there is no save.

Someone had stolen a jeweled comb from a senator's daughter in Calypso Park, and the sentries were baffled. A druid from the Plain of Gwyddneu, visiting the capital against her better judgement, crouched beside a strutting peacock and asked it. The peacock, it turned out, had seen everything and wished to discuss it at length: a boy in a green tunic, very rude, who had not admired anyone's tail. The ducks in the fountain would not answer at all; the spell spoke only to peacocks. Within the half hour, the sentries had their thief.

A scene written for this archive, not from the book

IISpells of the second level

Blending

Duration Indefinite, while caster remains stationarySave NoneSpell type Non-variable

In any forest or wooded place, the caster melts into the surroundings and becomes completely invisible. The magic works best when the caster stays perfectly still: any attempt to move carries a 50% chance that the spell stops working. As long as the caster remains motionless, the effect has no set end. There is no save.

The goblins of the Black Forest hunted by smell as much as sight, and the druid Brenna knew it. She stood with her back to a mossy beech and let the forest take her, bark and shadow folding over her until there was nothing to see. The lead goblin padded past, close enough that she could count the rings in its ears. It stopped and sniffed. Her left calf had begun to cramp, badly. Moving now might tear the spell apart, even odds, so she bit her lip and held still until the whole pack had gone.

A scene written for this archive, not from the book

Eyes of the Hawk

Duration 10 minutes per level of abilitySave NoneSpell type Variable, as stated

The caster's sight sharpens enough to see clearly out to 1 mile, picking out even the smallest details at that distance. The effect lasts 10 minutes per level of ability, so the benefit grows with skill. The spell is Variable as described, with no save.

From the ridge above the Eridanus, Lenna, druid of the Otesi, watched the dust on the far side of the valley sharpen into riders. A mile away, and yet she could count them: nineteen Scythians on shaggy ponies, fresh scalps swinging from their bridles, one with a split lip, one favoring his left arm. She could even read the painted marks on their shields. The spell would last a while longer, long enough to see which ford they chose. Then she ran down the slope to tell the family groups to scatter into the woods.

A scene written for this archive, not from the book

Frost

Duration 10 minutesArea Up to 1000 sq. ft.Save vs Dexterity (in either case); a successful save vs freezing means no damageSpell type Non-variable

The spell can be used in either of two ways. Cast on the ground, it spreads a slick layer of ice crystals over as much as 1000 sq. ft.; everyone who steps onto the patch must save vs Dexterity every round or slip and go down. Cast on one person, it 'freezes' the victim, who can then neither move nor speak.

Either use lasts 10 minutes and is resisted with a save vs Dexterity; someone who saves against the freezing effect takes no harm. The spell is Non-variable.

The harbor guard of Promeus chased the warlock down the quay, spears leveled, past the racks of drying cod. Ivar did not bother running any faster. He turned, swept one hand along the planks, and a glittering skin of rime raced across the planks around him. The first two guards went down in a clatter of spears and fish. The sergeant kept his feet, arms windmilling, and edged forward inch by inch; the next step put him flat on his back as well. For ten minutes nobody on that quay did anything but fall.

A scene written for this archive, not from the book

Locate Plant

Duration 1 hourArea 1 mile radius circleSave NoneSpell type Non-variable

The caster can find any one kind of herb, plant or tree, so long as it grows natively in the area; plants foreign to the region cannot be located. The search reaches across a circle of 1 mile radius, and the spell lasts 1 hour. It is Non-variable, with no save.

The alchemist from Goldar had paid well and complained constantly. Nessa, a witch who knew the Weeping Forest better than any honest traveler should, sat among the drooping willows and let her mind spread through the undergrowth, calling for one pale herb that grew only there. Within the mile of her searching, she found three clumps: one by the hazy blue river, one under a wolf's den, and one right behind the alchemist's tent. She pointed to the last and said nothing about the wolves. He could find those himself.

A scene written for this archive, not from the book

Locate Water

Duration 1 hourArea 1 mile radiusSave NoneSpell type Non-variable

The caster is guided to the closest water within a 1 mile radius. The Game Judge decides what that turns out to be: a stream, pond, lake, swamp and so on. Water found this way is not guaranteed to be clean; it may be stagnant or fouled.

In dry or rocky country the nearest source may lie beyond the spell's reach, or may be buried 10-100 ft. below the surface, at the Game Judge's discretion. The spell lasts 1 hour and allows no save.

Three days into the Wilderness of Zin, the caravan's waterskins were flat and the camels had begun to groan. The druid Hadad knelt on the baked stones and let the spell pull at him like a hand on his sleeve. Southeast, it said, less than a mile. The whole train turned and followed him to a cleft in the rocks, where the water lay green, still and crawling with flies. The camel drivers cursed him. Then they boiled it, strained it through their headcloths, and drank every drop.

A scene written for this archive, not from the book

Read Tracks

Save NoneSpell type Non-variable

By studying a set of tracks for at least 1 full minute, the caster learns how old they are, what kind of creature made them, and how many individuals were in the group that left them. The spell is Non-variable, and no save applies.

The Mestean shepherds had lost six sheep and a dog in the night. Bedwyr, the druid they had sent for, knelt in the trampled mud by the broken fold and did nothing at all for a long, patient minute, while the shepherds shifted and muttered. Then he stood. Three ogres, he said, and no more than that. The prints were made before midnight, perhaps five hours ago, and they led toward the gorge. He did not add that the prints were twice the size of his own boots. The shepherds could see that for themselves.

A scene written for this archive, not from the book

Trail Erasure

Area 10 ft. wide path, up to 10 ft. per level in lengthSave NoneSpell type Variable, as stated

The caster wipes out every track, footprint and other trace of passage along a path 10 ft. wide. The cleared stretch can be as long as 10 ft. for each level of ability, so skilled casters can hide a long trail. The spell is Variable as described, and there is no save.

Six runaways from the copper mines of Tara stumbled north across Iber, their bare feet printing the wet ground plain as ink. Behind them walked Fionn, a druid from Uallach, murmuring as he went, and behind him the heather straightened, the mud smoothed and every trace of their passing melted away along a path ten paces wide. He could not hide the whole journey; his power stretched only so far with each casting. So when his reach ran out, he led them into the stream and made them walk in the water for a mile.

A scene written for this archive, not from the book

Warpwood

Area 1 cu. ft. of wood (e.g. small chest, 20 arrows)Save NoneSpell type Variable; each level of ability adds another cu. ft.

The caster makes wood bend, twist and knot out of shape, affecting 1 cu. ft. at base, roughly the size of a small chest or a bundle of 20 arrows. Each level of ability adds another cubic foot. Most wooden doors will only open once at least a third of their surface has been warped. No save applies.

The Tharshi timber outpost on Saturnia kept its archers on the palisade day and night. The druid who had come to speak for the nymphs of the valley did not argue with them. She pointed at the nearest bowman's quiver and whispered, and twenty straight ash shafts bent into twenty wooden corkscrews. The man drew one, stared at it, and drew another. The next casting took the arrows of the archer beside him. By the time she walked away, the whole watch was examining its ammunition in silence.

A scene written for this archive, not from the book

Water Breathing

Duration Up to 1 hourSave NoneSpell type Variable; each level of ability adds 1 hour or 1 additional creature

The caster, or any other person, can breathe underwater as easily as in air for up to 1 hour. Each level of ability adds either another hour of underwater breathing or one more creature who shares the benefit. There is no save.

Among the moss-covered rock pinnacles in the Straits of Ayr, the Triton druid Maelan held out a webbed hand to a fisher-girl from the Alban shore and her little brother. They had come to see the seal-nursery beneath the kelp. He touched each of them, spoke the old words, and they slid down into the green water together. The girl panicked on her first breath, then laughed, a burst of silver bubbles, when the sea filled her lungs as gently as air. They could stay below until the spell ran out, and Maelan meant to have them back on the rocks well before then.

A scene written for this archive, not from the book

IIISpells of the third level

Influence Animals

Duration 1 hourArea 100 ft. radius of casterSave vs Will to resist (use average Will of 10 for most animals)Spell type Non-variable

Every animal within 100 ft. of the caster can be swayed in one of two directions. Turned friendly, the animals behave well toward the caster and companions and can be asked for help, though they will not attack on request. Turned hostile, they immediately go after whatever people or creatures the caster names, attacking or tracking them, as long as those targets are within 1 mile.

Either way the influence fades after 1 hour. Animals resist with a save vs Will; for most of them, assume a Will score of 10.

The Avakuli raiders crept up the riverbank toward the Okwilu camp at dawn. Obasi, the camp's druid, masked in woven straw and standing on a termite mound, raised his arms toward the baboon troop feeding in the fig trees. The troop went silent, then furious. Screaming, bounding, snapping, they hurled themselves at the painted raiders and chased them back toward the Okawala. One grizzled old male ignored the whole affair and went on eating figs. Obasi let him be. The rest would hound the Avakuli across half a mile of jungle before the hour was out.

A scene written for this archive, not from the book

Neutralize Poison

Save NoneSpell type Non-variable

The caster lays hands on one poisoned victim and stops the toxin in its tracks, halting any further progress of the poison through the body. The victim must be touched for the spell to take effect. It is Non-variable, and no save is required.

The boy had stepped on a cobra at the edge of the rice paddy, and by the time the Dravidian druid reached him his leg was swelling black to the knee. She knelt in the mud, set her palm flat over the two small punctures, and spoke to the venom as if to an unruly animal. It stopped. The swelling crept no higher; the gray tinge stayed exactly where it was. The boy still wept, still burned with fever from what had already been done. But he would live to wail about it.

A scene written for this archive, not from the book

Plant Control

Area 10x10x10 ft. of vegetationSave NoneSpell type Non-variable

The caster works on a 10x10x10 ft. block of vegetation and picks one of four effects. The first makes ordinary plants grow so thick that they block the way: trees and shrubs form a true barrier, while weeds and grass become a hindrance, and anyone trying to get through must hack or burn a path. The growth can be laid out as a wall, ring, square or any other enclosure; cutting through a shrub or tree barrier takes 1-20 minutes, and burning takes half as long.

The second makes overgrown tangles draw apart to leave an open trail or clearing. The third bends plants into useful shapes, such as trees into huts, vines into rope bridges or ladders, or shrubs into human-like figures, though nothing gains the power to move. The fourth makes the vegetation seize anyone standing in it. A victim with Strength below 15 cannot break loose at all; stronger victims need 10 minutes, less 1 minute for every point of Strength over 15. There is no save.

Four goblins had slipped past the border of Broceliande and were cutting across a bramble thicket toward the tree houses. Ithilwen, an elven druidess, laid her palm on the nearest thorn stem. The whole thicket clenched like a fist. Brambles whipped around ankles, wrists and throats and hauled the goblins down among the thorns, where they thrashed and swore and could not tear loose. Ithilwen sat on a root to wait for the wardens. A troll might have wrenched itself free in time. Goblins never would.

A scene written for this archive, not from the book

Resist Fire/Cold

Duration 10 minutes per level of abilitySave NoneSpell type Variable, as stated

The caster chooses heat or cold, not both, and becomes immune to its ordinary, non-magical effects. Against magical fire or cold of the chosen kind, damage is halved, and cut to a quarter if the caster also makes the relevant save. The protection lasts 10 minutes per level of ability.

A sea-nomad boy of the Munark had been stranded on the far side of Oguamana when the volcano woke, and the only way to him was across a slope of hissing ash and steaming rock. Tauri the witch chose heat, spoke the charm, and walked out onto ground that blistered the soles of the men who tried to follow her. She felt it as nothing more than a warm afternoon. She found the boy crouched in a lava cave, wrapped him in her cloak and carried him back, while the rest of the raft-clan watched with their hands over their mouths.

A scene written for this archive, not from the book

Speak with Plants

Duration 10 minutes per level of abilitySave NoneSpell type Variable, as stated

The caster can communicate with plant life of any form for 10 minutes per level of ability. Every kind of plant can be addressed. The spell is Variable as described, so higher-level casters enjoy longer conversations, and no save applies.

The child had been missing since morning, and Hwarrum's elders had searched every hollow. Old Bryn, a druid of Havar, went to the great oak at the edge of the settlement, put his forehead against its bark and waited while the tree's slow thoughts came to him: light, rain, the weight of crows, a small warm thing climbing, climbing. The oak did not understand children, but it remembered where the warm thing had stopped. Bryn looked up. The boy was fast asleep in a fork forty feet above his head.

A scene written for this archive, not from the book

Summon Animals

Range Appear within 100 ft. radius of casterSave NoneSpell type Non-variable

The caster calls up 1-4 animals of any sort. They turn up within 1-3 minutes, appearing wherever the caster chooses inside a 100 ft. radius, and they carry out the caster's orders whatever those orders are. The spell is Non-variable, and no save applies.

Their raft had broken apart on a sandbar in Tamarack Sound, and the Kawanna witch Ahanu was not going to let her three companions drown within sight of shore. She sang out over the water. Within two minutes the sea bulged and two dolphins surfaced beside the wreckage, clicking. On her word each let a swimmer grip its fin, then towed them in long easy surges to the beach, and went back for the other two. Ahanu waded ashore last, holding the dorsal fin of the bigger dolphin as if it were an old friend.

A scene written for this archive, not from the book

Temperature Control

Duration 1 hourArea 10 ft. radius around caster (reducible to 1 ft. radius)Save NoneSpell type Variable, as stated

The caster warms or cools the air within 10 ft. by as much as 10 degrees per level of ability. If wanted, the area can be narrowed to a circle as small as 1 ft. in radius. The change lasts 1 hour, with no save.

Sleet was driving across the moors of Skara, and three ewes had dropped their lambs at once in the lee of a dry-stone wall. Gwen the shepherd-witch knelt among them, drew the circle tight, and breathed out slowly. Within the space of a few strides around her the air softened, the sleet turning to rain and the rain to mist, until it was as mild as a spring noon in her little circle while the moor howled around it. The lambs steamed and struggled to their feet. She had an hour; it would be enough.

A scene written for this archive, not from the book

Windsong

Area 1 mile radius of casterSave NoneSpell type Non-variable

Standing outdoors, the caster listens to the sounds carried on the wind and learns whether a particular kind of animal or creature is anywhere within 1 mile. Only one kind can be listened for per casting, and the spell cannot be used indoors. There is no save.

The Massawan herders wanted to water their cattle at the Lake of Dragons, and nobody wanted to be the first to walk down to the shore. Their druid, a tall woman named Makeda, climbed the ridge above the reeds and stood with her face to the wind. It carried frogs, birds and lowing cattle, and she let all of it pass, listening for one kind of creature only. At last she caught it, faint beneath everything: a long, slow breathing like a bellows in a cave. A dragon lay somewhere within the mile. She came down the ridge and turned the herd away.

A scene written for this archive, not from the book

IVSpells of the fourth level

Animal Control

Range 100 ft. radiusDuration 1 hourSave vs WillSpell type Variable; each level of ability adds one more animal

The caster takes command of one animal within 100 ft., plus one more for each level of ability. The controlled beasts can be sent running, set against the caster's foes, or made to carry out simple orders. Control lasts 1 hour. When it ends, there is a 50% chance the animals turn hostile toward the caster, unless the caster is a druid or druidess. Familiars are immune. Targets resist with a save vs Will.

The war elephants of Rangpur came across the paddy in a gray wall, and Devika, the witch who had sold her service to the hill villages, reached into the minds of the four leading beasts. They trumpeted, swung around, and plowed back into their own infantry, scattering spearmen like chaff. She held them there for the best part of an hour, turning them wherever she pointed. She was no druid, though, and the elephants would not thank her for it. Before the hour ran out she was already running for the hills.

A scene written for this archive, not from the book

Control Winds

Save Only as statedSpell type Non-variable

The caster produces one of three effects. Calm stills any windstorm, whirlwind or similar blow, whether natural or magical. Direction swings any wind, magical or not, by up to 180 degrees.

Whirlwind raises a spinning column of air the caster can steer out to 100 ft. It can scatter insects, magical mists, clouds, gases or dust completely, and can tip over a single small boat or canoe, but it lacks the strength to damage creatures or buildings. The whirlwind lasts 10 minutes. Saves apply only where noted.

Makara sea-devils had been shadowing the Eudean trader since Valum Chivum, and now the wind was pushing the ship straight onto the reefs where they waited. The ship's druid, a gray-bearded Eudean named Cadmus, climbed onto the stern rail, raised both arms, and turned the wind like a man turning a horse. The sails slammed, filled from the opposite quarter, and the ship heeled away from the reef and out toward open water. The scaly heads in the surf sank from sight. The crew stopped praying and started cheering.

A scene written for this archive, not from the book

Plague of Locusts

Duration 10 minutesArea 100x100x100 ft. cloudSave vs Will, as statedSpell type Non-variable

A cloud of locusts 100x100x100 ft. in size swarms up at the caster's call. The caster can send it up to 1,000 ft. away; it drifts as a mass at 10 ft. per minute and eats every plant in its path. Any living creature inside the cloud loses 1 point each minute and has to save vs Will or panic, running off in a random direction for 1-4 rounds. Smoke or fire will hold the insects back. The plague lasts 10 minutes.

The Tharshi overseer at Taranta had flogged one slave too many. From the hill above the vineyards the witch called up a cloud of locusts the size of a temple and walked it slowly downhill, eating every leaf and grape in its path. The guards caught inside it screamed as the insects bit, and half of them bolted blindly through the vines. The overseer alone kept his head. He snatched up a smoking torch from the pruning fires and stood in its haze, untouched, watching his profits vanish row by row.

A scene written for this archive, not from the book

Protection from Insects

Duration 10 minutesArea 10 ft. radius circleSave NoneSpell type Non-variable

A protective circle 10 ft. in radius forms around the caster and shuts out insects of every kind, letting none of them cross into the protected area. The barrier holds for 10 minutes. The spell is Non-variable, and there is no save.

The Okawala marshes hummed with mosquitoes so thick they looked like smoke, and one of the pilgrims had turned an ankle in the reeds. The druid Kesi made them all crowd close around the injured man and spoke a word. The swarm drew back as though it had struck glass, hanging in a whining curtain a few paces off on every side. Nothing crossed that line. Splint it quickly, she told them. It took them nine of the ten minutes, and when the curtain collapsed they were already limping and slapping their way toward dry ground.

A scene written for this archive, not from the book

Rainstorm

Range 1,000 ft.Duration 10 minutesArea Up to 100x100 ft.Save NoneSpell type Non-variable

Heavy rain pours down over an area of up to 100x100 ft., anywhere within 1,000 ft. Anyone inside can move at no more than half speed and cannot see beyond 10 ft. The downpour puts out every flame at once, magical or not, and turns dirt roads and earthen walls into mud. It lasts 10 minutes, with no save.

The Scythians had lit their torches and were riding for the thatched roofs of the Ku fishing village. The druid Varka called the rain down on them from the dunes behind the boats. It fell like a dropped lake. Every torch died in a hiss of steam, the riders' own war fires went out in their pots, and the sandy track under their horses turned to sucking mud. Blind in the downpour, unable to see more than a few yards, the raiders floundered at a walk. By the time the rain stopped, the fishermen were ready for them.

A scene written for this archive, not from the book

Ring of Fire

Duration 1 hourArea 10 ft. radius ring, 10 ft. highSave NoneSpell type Non-variable

A ring of magical flame 10 ft. in radius and 10 ft. high springs up around the caster. Anyone who tries to cross it is burned for 3-24 (3d8) points, and any combustible items they wear or carry have a 50% chance of igniting. The ring burns for 1 hour. No save applies.

The werewolves came out of the Borean pines at moonrise, and Halvard the druid knew his wounded companion could not run. He struck his staff on the ground. A ring of flame roared up around them both, taller than a man and burning bright in a wide circle. The wolves paced its edge, snarling. One gathered itself and leapt straight through; it landed inside with its fur alight and ran howling back out the way it had come. The rest settled down to wait. The fire would burn for an hour, and dawn was closer than that.

A scene written for this archive, not from the book

Ring of Ice

Area 10 ft. radius ring, 10 ft. high, 2 ft. thickSave Only as statedSpell type Non-variable

The caster is surrounded by a ring of magical ice 10 ft. in radius, 10 ft. high and 2 ft. thick. Getting through it means at least 20 minutes of chopping with edged weapons, though several people working together can split that time between them. Climbing over instead requires three successive saves vs Dexterity. No other save applies.

The rock trolls had followed the witch Astrid down from the Rhiphaen heights, and now there were six of them and one of her. She planted her feet and the air cracked: a wall of blue ice leapt up in a ring around her, twice the height of a man and thick as a doorway. The trolls began to chop at it with their stone axes, shards flying. One troll alone would need twenty minutes to hack through; six working together would need barely four, if they ever thought to cooperate. They squabbled instead. One tried climbing, made it halfway up on the third attempt, and slid all the way down.

A scene written for this archive, not from the book

Thunderbolt

Range 100 ft.Area 20 ft. radiusSave As statedSpell type Non-variable

The caster hurls a bolt that is part lightning, part thunder, out to 100 ft. Everything within 20 ft. of where it strikes must save vs Dexterity against 4-40 points of electrical damage, with a success halving it. Each must also make a save vs Constitution; failure leaves the victim stunned by the thunderclap for 1 full minute.

The Fomorian longship grounded on the beach at Havar and the giants came over the side with chains in their hands. The druid Iolo waited until four of them were wading ashore together, then hurled a bolt of lightning down among them. It crackled across the wet sand; a clap of thunder shook the cliffs. Two giants dropped, smoking. A third staggered, half-burned but standing, and simply stood there dazed, unable to move, while his chain slipped from his fingers. The fourth, with the luck of pirates, charged on up the beach alone.

A scene written for this archive, not from the book

VSpells of the fifth level

Control Water

Area Up to 100x100x100 ft.Save NoneSpell type Non-variable

The caster disperses a body of water or ice, magical or natural, of up to 100x100x100 ft.: ice splits and melts away, and water drains off into the surrounding earth, stone and so on. As an alternative, the caster can pass unharmed through as much as 100 ft. of ice. There is no save.

The expedition from the Atlantis Historical Society had found a sealed chamber in one of the half-drowned pyramids of Domanu, and it was full of seawater to the ceiling. Their hired druid, a Diaprepean woman named Nala, laid her hand on the stone lip and spoke. The water shuddered and began to sink away into the stone, seeping out through every crack and seam until it simply was not there. When it was gone the scholars stared at a mosaic floor, a toppled throne, and the bones of someone who had not escaped in time.

A scene written for this archive, not from the book

Elemental Shield

Duration 1 hourSave NoneSpell type Non-variable

For 1 hour the caster is shielded from every natural elemental force, including heat, cold, lightning, wind and precipitation. Magical elemental attacks still get through but deal only half damage, or a quarter if the caster makes the appropriate save.

In the heart of the Sea of Baku the water burns, fed by oil and gas welling up from the seabed. The witch Zarina rowed straight into it. Flames licked over the gunwales, the air shimmered, and the pitch in the boat's seams began to bubble, but the fire slid off her skin like rain off oiled leather. It was only fire, after all, natural as sunlight, and her spell turned it aside for an hour. On a blackened islet at the center she found the herb she had come for, and rowed out before the boat itself caught.

A scene written for this archive, not from the book

Ice Storm

Range 100 ft.Duration 1 minuteArea Up to 100x100 ft. (stationary)Save Only as statedSpell type Non-variable

A violent storm of driving ice lashes an area of up to 100x100 ft., which must lie within 100 ft. and cannot be moved once placed. Every creature caught in it takes 5-30 (5d6) points of damage; anyone carrying a shield may save vs Dexterity to deflect half of it.

Flying creatures take the same battering and must also save vs Dexterity or be weighed down with ice and drop out of the sky. A flyer who saves manages to come down safely without taking falling damage. The storm lasts 1 minute.

Wyverns had been raiding the Zephyr eyries on the Curracurrang cliffs for a month. When the next four came gliding in over the sea, the druid Mira was waiting on a ledge below. She raised her staff and the air above the wyverns turned to hammering ice, a squall that battered them from every side. Three went down beneath the weight of it, wings crusted white, and tumbled into the surf. The fourth fought its way to a clean glide and landed safely on the rocks, shredded and furious, where the Zephyr archers were waiting.

A scene written for this archive, not from the book

Plague of Spiders

Duration 1 hourArea Up to 100x100 ft.Save Special: if not cast directly at a person they may flee; if cast directly, save vs Dexterity to escape after 1-4 minutesSpell type Non-variable

A swarming horde of spiders covers an area of up to 100x100 ft. Anything caught among them takes 2-5 (d4+1) points of damage each minute. The spiders can climb or cross any terrain or obstacle except magical barriers, water or fire; the caster controls them up to 1,000 ft. away and can move them at up to 10 ft. per minute. The plague lasts 1 hour.

People the spell was not aimed at can simply run from the horde. When it is cast directly on a person or group, each target must save vs Dexterity: success means breaking free after 1-4 minutes, while failure means taking damage until the horde moves on, is dispelled, or someone finds a way to rescue the victim.

The witch hunters had followed Mab to her cottage at the edge of the Black Forest, and they were almost at the door when the ground turned black and moving. A tide of spiders poured out of the leaf litter and swarmed over them. Two hunters went down under it, slapping and screaming. A third fought loose after a few minutes of agony and ran. The fourth had been lagging behind the others, outside the swarm, and he was a clever man: he had seen that the spiders would not cross water. He dived into the stream and stayed there, up to his neck, until the plague moved on.

A scene written for this archive, not from the book

Protection from Animals

Duration 10 minutesArea 10 ft. radius circleSave NoneSpell type Non-variable

A protective circle 10 ft. in radius forms around the caster and keeps out animals of every type for 10 minutes. The barrier works only against ordinary animals; monsters are not held back by it. The spell is Non-variable, and no save applies.

Night on the Nubian savannah, and the lions had found the druid Zuri and the boy she was guiding home. She drew her circle in the dust and spoke the words, and the big cats padded up to its edge and could come no farther, pacing and grumbling a few strides away. The boy began to relax. Then something larger came out of the grass: a lion's body, a man's face, a tail heavy with spikes. It walked straight past the lions and stepped across the line as if it were not there. Zuri reached for her spear.

A scene written for this archive, not from the book

Protection from Plants

Duration 10 minutesArea 10 ft. radius circleSave NoneSpell type Non-variable

A protective circle 10 ft. in radius surrounds the caster and keeps plants of every type from entering the protected area, much as its sister spells bar insects or animals. The barrier lasts 10 minutes. The spell is Non-variable, and there is no save.

In the Sarakan Jungle, a rival druid had summoned creepers of the crawling kind. They came slithering across the clearing toward the witch Liana and her two companions, thick as pythons and quick as whips. She spoke the charm and a circle of safety opened around the three of them; the creepers reached the edge of it and recoiled, curling back as if burned. Nothing green could cross. They had ten minutes. Liana's companions began hacking at the vines along the only path out, and she counted the minutes aloud.

A scene written for this archive, not from the book

Rock to Mud

Duration Permanent (or until dispelled)Area Up to 100x100x100 ft.Save NoneSpell type Non-variable

The caster transforms as much as 100x100x100 ft. of rock into soft, oozing mud. Creatures and wagons in it can move at only a quarter of their normal rate. The change is permanent unless dispelled, and the spell can also be cast in reverse. There is no save.

The Suti came down the stony slope at the caravan in a howling line of camels, and the druid Suhail did not reach for a weapon. He spread his hands toward the hillside. Rock sagged, softened and ran, and the whole slope beneath the raiders turned to a brown, oozing mire. Camels floundered chest-deep, bellowing, crawling forward at a quarter of their pace while the caravan guards picked their shots. The Suti who survived never came that way again. Neither did anyone else: the pass in the Wilderness of Zin is a bog to this day.

A scene written for this archive, not from the book

Summon Plants

Range Appear within 100 ft. radiusSave NoneSpell type Non-variable

The caster calls up 1-4 plants of any kind. They arrive within 1-3 minutes, appearing anywhere the caster likes within 100 ft. Plants that can move, or that have any degree of awareness, follow the caster's orders. No save applies.

The castaways had eaten nothing but crabs for a week on the empty islet off Temuah. Hina, a witch of the Temuah fisher-folk who had come looking for them, knelt on the sand and sang to the ground. For two minutes nothing happened. Then the earth heaved and split in three places, and there stood a breadfruit tree, heavy with fruit, and two banana plants bowed under green bunches, rooted just above the tide line where she had pointed. The castaways stared. Hina picked a breadfruit and handed it to the youngest.

A scene written for this archive, not from the book

VISpells of the sixth level

Control Fire

Area Up to 100x100x100 ft.Save NoneSpell type Non-variable

The caster can put out any fire, magical or ordinary, filling up to 100x100x100 ft. Alternatively, the caster can cross as much as 100 ft. of flame, magma and the like without injury, but must keep going: lingering in the fire longer than it takes to walk or fly through is not allowed. There is no save.

The firedrake had been driven off, but the Mestean village it had visited was burning from end to end, thatch roaring, sparks leaping from roof to roof. Owain, the druid of the nearby woods, walked into the lane with his staff raised and spoke to the fire as an old master speaks to a hound. It lay down. Along the lane and in every house around him the flames sank, shrank and went out together, leaving only smoke and blackened beams and a sudden, ringing silence. The villagers crept out of the ditches, coughing, to count what they had saved.

A scene written for this archive, not from the book

Earth Lore

Area 100x100x100 ft. of stone, earth, sand, etc.Save NoneSpell type Non-variable

The caster communes with an expanse of stone, earth, sand or similar ground measuring 100x100x100 ft., and may put up to 3 questions to it about things that happened there in the past. Each answer takes 1-10 minutes to arrive, and every answer is true. No save applies.

Elassippeans will not say the name of Helioselen. Ffion, a druid from the western hills, went into the ruins anyway and sat on the cracked flagstones of what had been a market square, palms pressed to the ground. She had three questions and she chose them carefully. What broke this city? The answer rose through her hands minutes later, slow and grinding: the earth itself, shrugging. Did anyone survive? A long wait. A few, fleeing west. Where does the king lie? The last answer took so long she thought it would never come.

A scene written for this archive, not from the book

Environmental Adaptation

Duration 1 hour per levelSave NoneSpell type Variable, as stated

The recipient becomes suited to any natural setting, such as the depths of the sea, desert or dry lands, or frozen tundra. While the spell lasts, the local natural climate cannot harm them, and they move and cope as easily as an animal born to that terrain. They might swim and breathe water like a fish, scramble over rocks like a goat, or live comfortably in arctic cold like a seal or polar bear. The effect lasts 1 hour per level and can be cast on others as well as the caster.

The Neptus Tritons had asked for a druid to look at their sickening kelp gardens, and Nerys, who could not breathe water, meant to go anyway. She cast the spell on herself and on Dorian, her Atlantean bodyguard, and they walked hand in hand off the end of the jetty. The sea closed over them. Nerys felt her body turn fluid and easy; she breathed the green water like air and kicked downward like a seal. Dorian, less graceful, swam like a startled fish, but he swam. They had hours below, and the Tritons were waiting.

A scene written for this archive, not from the book

Firestorm

Range 100 ft.Duration 1 minuteArea 10x10x10 ft.Save As statedSpell type Non-variable

Roaring flames fill a 10x10x10 ft. space up to 100 ft. away for 1 minute. Creatures inside take 5-50 (5d10) points of damage, halved with a save vs Dexterity. Paper, wood, cloth and hide burn up automatically, though magic items get a save, and soft metals like gold, silver and lead have a 50% chance of melting in the heat.

In a clearing deep in the Yallock, the Naga priestess raised her silver idol of Tiamat over the bound captives. The druid Talia stood up in the ferns at the clearing's edge and pointed. The altar vanished in a roaring cube of fire. The priestess threw herself out of it, scorched and shrieking, and the cloth hangings and wooden stakes around the altar burned to ash in moments. When the flames died after a minute, the silver idol had slumped into a shapeless lump of metal. The captives, bound well clear of the altar, were only singed.

A scene written for this archive, not from the book

Insect Swarm

Duration 10 minutesArea 100x100x100 ft.Save vs Will, as statedSpell type Non-variable

A swarm of wasps, hornets and bees 100x100x100 ft. in size answers the caster's call. It can be sent up to 1,000 ft. away and moves as a mass at 100 ft. per minute. Living creatures inside are stung for 2-8 points each minute by the venomous insects and must save vs Will or panic, fleeing flat out in a random direction for as long as the spell lasts.

Thick smoke or a big fire keeps the insects away, and a Neutralize Poison spell, elixir or similar remedy halves the sting damage. The swarm lasts 10 minutes.

The Pict warband had surrounded the sacred grove, and the old druid within it had had enough. He sent out a cloud of wasps, hornets and bees that darkened the sky over the glade. It swept across the warriors at a run. Men screamed as the stings came, and most of them broke and fled in every direction, crashing through gorse and over each other, and did not stop running until the swarm itself had gone. Only the warchief held. He had snatched a burning brand from the fire and stood cursing inside its smoke.

A scene written for this archive, not from the book

Pass Through Plants and Trees

Duration 10 minutes per level of abilitySave NoneSpell type Variable, as stated

The caster moves through any plants, trees or undergrowth without being slowed or blocked and without leaving a visible trail. The effect lasts 10 minutes per level of ability.

The caster may also step inside a tree or plant big enough to hold them, stay there for the length of the spell, and come out through any part of it, whether root, branch or vine. This is dangerous: a caster still inside when the spell ends dies, as does one whose host plant is destroyed while they are within it.

The Sidhe of Arden tolerate few humans, but they had let the druid Tegwen walk their forest, and now she was fleeing a goblin pack along its edge. She ran straight at a great oak and into it, bark closing over her like water. Inside was a green, slow darkness that smelled of sap. She counted her breaths and moved through the heartwood, down into the roots, and stepped out of a gnarled root on the far side of the trunk, behind the goblins. She had to be out before the spell ran out, or die in the heartwood.

A scene written for this archive, not from the book

Quagmire

Range 100 ft.Duration 1 hourArea 20 ft. radius, 10 ft. deepSave As statedSpell type Non-variable

Stone, earth, sand or mud within a 20 ft. radius turns into a soft, clinging mire 10 ft. deep, up to 100 ft. away, for 1 hour. Creatures caught in it stick fast and sink gradually to the bottom, and have only 2-5 (d4+1) minutes to get out. Escaping works much like struggling free of quicksand: the victim needs 2 saves vs Strength in a row, trying once per round.

Failing even one of those saves means suffocating 1-4 minutes after going under. Creatures taller than 10 ft. do not suffocate but remain completely stuck if they fail.

The Jotun and his ogre servant were stalking down the valley toward the Aesir longhouses on Gava when the ground beneath them turned to porridge. The witch Hrefna had laid a mire across their path, and both sank at once. The ogre thrashed, heaved itself half free, and then lost its footing and went under; after a few minutes the bubbles stopped. The Jotun sank only to his chest and stuck fast, roaring, stone-gray mud to his ribs. He was much too tall to drown in it. He would simply stay there for an hour.

A scene written for this archive, not from the book

Summon Elemental

Save SpecialSpell type Non-variable

The caster calls forth a single elemental being, chosen from four kinds: a sylph, an undine, a salamander or an earth gnome. How the summoning plays out, and what save applies, is handled under the Summoning Rituals rules. The spell is Non-variable.

A flooded shaft had cost the dwarves of the Citadel of Namtu two months of digging. Their human ally, the druid Gareth, spent half an hour chalking a circle on the gallery floor beside the black water, stepped inside it and called. Within minutes the surface of the shaft rose into a shape like a woman made of glass, streaming and graceful: an undine. Gareth greeted her as a friend. Druids and elementals understand one another, and the bargain was quickly struck. By morning the undine had led the water down into the deep rock.

A scene written for this archive, not from the book

VIISpells of the seventh level

Call Woodland Creature

Duration Obey for up to 1 hourSave NoneSpell type Non-variable

The caster summons 1-4 woodland beings, all of one type, such as sprites, centaurs, nymphs or dryads. They come within 1-3 minutes, follow the caster's orders for up to 1 hour, and then leave. The spell is Non-variable, and there is no save.

The druid of Palasgea needed eyes over the whole valley, and she needed them before the Tharshi slave-takers reached the goat pastures. She stood in the olive grove and called. Before three minutes had passed, four sprites came zipping down out of the leaves like dragonflies, giggling, their wings flashing in the sun. Find the men with chains, she told them, and tell me where they walk. Off they went in four directions. Within the hour she had every raider mapped. Then the sprites, their service done, simply vanished back into the grove.

A scene written for this archive, not from the book

Control Earth

Range 100 ft.Area Up to 10x10x10 ft.Save NoneSpell type Non-variable

The caster works on up to 10x10x10 ft. of earth or stone within 100 ft., in one of two ways. The first wears away and dissolves on the spot any wall, structure or surface made mostly of earth, stone or mortar, magical or not; this can bring down rockslides, with the damage left to the Game Judge. The second opens a crack or gap through any such barrier, structure or surface, no bigger than the spell's area. There is no save.

The slave pens of the Tharshi copper mine on Achamantis were built of mortared stone with a single iron gate. The druid Godric did not bother with the gate. He laid his hand against the outer wall, and a whole section of it slumped, crumbled and ran away like wet sand, leaving a gap wide enough to drive a cart through. The prisoners stared at the sudden opening and the night beyond it. A guard came running around the corner and stopped dead. Then the first slave was through, and the rest poured after.

A scene written for this archive, not from the book

Control Weather

Range 1,000 ft.Duration 1 week or until dispelled, +1 day per levelArea Up to 10x10 milesSave NoneSpell type Variable; each level of ability adds 1 day

The caster imposes one of four weather patterns across as much as 10x10 miles, cast at a range of 1,000 ft. Clear brings mild, cloudless weather at 60 plus 1-20 degrees. Monsoon brings soaking rains that slow all movement by 50%. Blizzard fills the air with whirling snow, cutting visibility to 10-40 ft. Drought bakes the land at 100 plus 1-20 degrees Fahrenheit.

The weather holds for 1 week or until dispelled, and each level of ability adds another day. No save applies.

The yam fields of Salawati had cracked open in a drought that had lasted all summer, and the elders begged the druid for rain. Pua gave them a monsoon. It rolled in off the sea that evening and did not stop: warm, gray, drenching rain that filled every ditch, floated the pig pens and slowed every errand on the island to a wet slog. It would last well over a week. The farmers danced in it the first night. By the fifth day they were grumbling. By the ninth they were asking the druid, very politely, whether she could please make it stop.

A scene written for this archive, not from the book

Lightning Storm

Range 1,000 ft.Duration 1 minuteArea Up to 100x100x100 ft. (doubled over water)Save vs Dexterity, as statedSpell type Non-variable

An electrical storm crackles over an area of up to 100x100x100 ft., up to 1,000 ft. away, for 1 minute. Creatures inside take 6-60 points of electrical damage, halved with a save vs Dexterity. Because water conducts electricity, the maximum area doubles when the storm is called down on a body of water.

Makara sea-devils rose around the Munark raft-fleet at dusk, scaly heads breaking the swell on every side. Nohea, the fleet's witch, stood on the lead raft and called the sky down on the water. A storm of lightning raked the sea around the rafts, forking again and again into the waves, spreading wide across the conducting water. Makara jerked and floated belly-up. A few, quicker than the rest, dived and escaped with only scorched scales. After a minute the sky went quiet and the Munark began pulling their spears from the drifting bodies.

A scene written for this archive, not from the book

Pass through Earth and Stone

Duration 10 minutes per level of abilitySave NoneSpell type Non-variable

The caster travels through as much as 100 ft. of soil or rock of any type, never slowed or hindered. If desired, the caster can instead settle inside a large enough stone or mass of earth and stay there while the spell lasts, which is 10 minutes per level of ability. Staying inside after the spell ends kills the caster. There is no save.

The high priests of Heru had condemned the druid Sefu to die at dawn in the Public Square of Acheron. He had other plans. In the dark of his cell below the Halls of Justice he pressed his hands to the wall and stepped into it, as easily as stepping into a pool. The stone took him in. He walked through solid rock, under the prison wall and up into the cellar of the tannery beyond it, counting under his breath all the while. Anyone caught inside the stone when the magic ends stays there forever.

A scene written for this archive, not from the book

Petrification

Range 100 ft.Duration 1 hour per level of abilitySave vs Will to resist and negateSpell type Variable, as stated

The caster points at one person or creature within 100 ft., speaks a short incantation, and turns the target to stone for 1 hour per level of ability. A save vs Will resists and cancels the effect. Cast in reverse, the spell serves only as a cure, restoring those turned to stone by this spell, a gaze weapon, a potion and so on.

In the coastal desert of Okalo called the Land of the Basilisks, the druid Njeri found the Ophirean trader exactly where his partner had said: a gray statue on the sand, one arm flung up across its eyes. She spoke the incantation backward. Color seeped into the stone, starting at the fingertips. The arm dropped; the chest heaved; the trader collapsed onto his knees, gasping, and began to scream about eyes. Njeri let him scream. Then she made him walk behind her, blindfolded, all the way out of the basilisk country.

A scene written for this archive, not from the book

Restore Life

Save As statedSpell type Non-variable

The caster brings one dead creature or being back to life. The subject must first succeed at a save vs Constitution, or the spell has no effect; if it works, they return with every hit point and all mental faculties restored.

The spell does nothing about curses or disease, so someone killed by either is likely to die again without the right help. If the save fails, a priest or mystic may still be able to raise the victim.

The rock troll's club had crushed Brokk's chest in the Rhiphaen tunnels, and his dwarven kin carried him back to the witch Solveig, who had wintered among them for years. She knelt by the body, set her hands on the ruined ribs and called him back. For a long moment nothing happened; the dwarves held their breath. Then Brokk's chest rose. His eyes opened, clear and sharp, and his wounds were gone as if they had never been. He looked at the ring of weeping faces and asked, gruffly, who had let the troll live.

A scene written for this archive, not from the book

Summon True Elemental

Save See Summoning RitualsSpell type Non-variable

The caster calls up one True Elemental, a single being rather than a group. The save, and the rest of the procedure, follow the Summoning Rituals rules. The spell is Non-variable and belongs to the highest level of Elemental Magic.

The four pyramid shrines of the Elementals stand in the city of Atlantis, and the witches of an old order still use them. On the night of the new moon, the witch Ione drew her circle on the floor of the fire shrine, lit the offering and began to call. The air grew hotter with every word. When the thing arrived, it did not step out of the flames; it simply stood there, a pillar of living fire that filled the shrine and scorched the ceiling black. The witches knelt. Ione stood up to bargain.

A scene written for this archive, not from the book

Tempest

Range 1,000 ft.Duration 10 minutesArea Up to 1,000x1,000 ft.Save NoneSpell type Non-variable

The caster whips up a storm of fearsome power across as much as 1,000x1,000 ft., up to 1,000 ft. away, for 10 minutes. It is strong enough to sink small and medium boats and ships on rivers, lakes or the sea, to tear down small and medium wooden buildings such as barns, huts and small bridges, and to snuff out any fire left uncovered, magical ones included.

Inside the storm, creatures move at no more than half speed and see only 10-40 ft. No one can fly, domestic animals such as horses and dogs have a 50% chance of panicking and bolting or stampeding, and every creature takes 1-6 points of damage each minute from windblown dust, dirt and debris unless it finds shelter in a stone building or underground. There is no save.

Ska longships had anchored in the bay below the Starr camps, ready to raid at dawn, and the peaceful Starr would not fight. Cerys, a druid of Havar who had wintered with them, climbed to the headland at midnight and called up the storm. It fell on the bay like a fist: the ships snapped their anchor cables and went over one by one, and the raiders' wooden shelters on the beach burst into kindling. Their campfires went black. Horses stampeded into the dark. Anyone in the open was flayed by flying sand and splinters. The few pirates who crawled into a sea cave lived to see an empty morning.

A scene written for this archive, not from the book

Rules paraphrased from The Arcanum, 2nd edition (Bard Games, 1985), pages 74 to 120.