Enchantment is the study of magic's most basic forms, chiefly conjuration and illusion. Magicians are its specialists: single-classed, they start with fewer spells than dual-classed rivals but rise in level faster, can often spot illusions and conjurations by observation alone, and are the only casters able to learn its mightiest spells. Enchanters and enchantresses (magician/harlequins) and thaumaturges (magician/alchemists) build on it, archimages take it as their second field, good and most neutral witches pair it with Elemental Magic, and sorcerers and wizards may choose it as their secondary study.
Illusions run from simple tricks, false sounds and multiple images through illusory objects, creatures and terrain to Hallucination, Negative Illusion and The Grand Illusion. Conjurations build from missiles and smoke to plants, animals, fire, water, earth, wind, toxic clouds and monsters, ending in The Great Conjuration and a conjured simulacrum. Around these sits a broad kit of practical magic: charm, levitation, invisibility, locking and opening, shrinking and enlarging, haste and slow, flight, teleportation, magic portals, extra-dimensional space, animated objects, transformation, and the minor and major enchantment of objects.
ISpells of the first level
Charm
Range 100 ft.Duration At least 24 hours; new save each daySave vs Will, as statedSpell type Non-variable
The caster lays an enchantment on one person or creature within 100 ft.; the undead, demons, devils and outer-plane beings are immune. A target who fails a save vs Will regards the caster as a dear and trusted ally, and will help and defend them for at least 24 hours. After that, the victim gets a fresh save vs Will each day to throw off the spell. It is Non-variable.
The harbor clerk of Tartessos had already refused the magician's papers twice. Hanno sighed, caught the man's eye across the crowded customs hall, and murmured something under the noise. The clerk blinked, and his whole face changed. Why, he said warmly, Hanno was an old friend, practically family, and of course the cargo could go through, and would he like to come to dinner? He came to dinner. He was still a devoted friend the next morning, and the one after. On the fourth morning the clerk woke up with a frown, and Hanno was already at sea.
Circle of Light/Darkness
Range 100 ft.Duration 10 minutes per level of abilityArea 10 ft. radius circleSave None; creatures may leave the areaSpell type Variable, as stated
The caster fills a 10 ft. radius circle, placed up to 100 ft. away, with either brilliant light or a darkness that nothing can see through. It lasts 10 minutes per level of ability. There is no save as such, but anything able to move can simply walk out of the circle.
Three cutpurses had followed Neferet into the Park of Monuments after dark, and they closed on her beneath the statue of some forgotten Pharaoh. The magician flicked her fingers. A circle of blazing white light burst open around the three men, bright as noon, and every patrolling guard in that corner of the park turned to look. The cutpurses stood blinking, lit up like actors on a stage. Then, very sensibly, they stepped out of the light and ran in three directions. The circle glowed on, empty, long after they had gone.
Conjure Missiles
Range 100 ft.Save vs Dexterity, for 1/2 damageSpell type Variable, as stated
The caster gathers the tiny specks of dust and dirt found in nearly any air and animates them into a stream of stinging, missile-like projectiles. They can be aimed at one creature up to 100 ft. away and inflict 1-4 damage for each level of ability. A save vs Dexterity halves the damage.
The thief had snatched a jade pendant from a stall in the East Market of Tang and was sprinting for the alleys when the young magician Li Wen pointed after him. The dust of the market lifted, a shimmering gray stream of it, and hissed after the thief like a flight of angry wasps. It struck him across the shoulders and he went down yelping, his back peppered with welts. He scrambled up and kept going, but he had dropped the pendant. The stallholder bowed to Li Wen three times, and then, practically, charged him for the dust.
Conjure Smoke
Range 100 ft.Duration 10 minutesArea Up to 10x10x10 ft., +2x2x2 ft. per levelSave NoneSpell type Variable; each level adds 2x2x2 ft. of smoke
A dense, rolling cloud of smoke up to 10x10x10 ft. forms within 100 ft. and lasts 10 minutes; inside it, nobody can see beyond 1 ft. The caster needs a fire of some kind nearby to work the conjuration, even just a scrap of charcoal or a torch. Each level of ability enlarges the cloud by 2x2x2 ft. There is no save.
The fight in the House of the Black Hawk was turning ugly, and the knives had come out. The charlatan Dario backed toward the hearth, reached into it with one hand and gathered the fire's breath. A dense gray cloud rolled out of the fireplace and filled that end of the tavern until nobody could see their own nose. Men coughed, cursed and swung at each other blindly. When the smoke finally thinned ten minutes later, the brawlers found themselves glaring at one another in confusion. Dario was long gone, and so was the tavern's strongbox.
Detect Illusion
Range 100 ft.Duration 10 minutesSave NoneSpell type Non-variable
For 10 minutes the caster can recognize illusions, magical disguises and similar deceptions within 100 ft., and see straight through them to what is really there. The spell is Non-variable, so its duration and range do not grow with level, and no save applies.
The Sheban merchant opened his chest with a flourish, and the lamplight fell on a heap of gold coins. The magician Yasmin, who had been hired by the buyer to watch, murmured a word and looked again. The gold wavered like a reflection in a pond and faded, and beneath it lay what was really there: lead slugs, dull gray, with a single thin layer of true coins on top. She leaned over and whispered to her employer. The merchant watched her lips move, and the smile slowly slid off his face.
Detect Magic
Range 10 ft.Duration 1 minuteSave NoneSpell type Non-variable
The caster can see magic: anything enchanted within 10 ft. becomes visibly apparent to the caster's eyes. The effect is brief, lasting only 1 minute, and does not improve with the caster's level, since the spell is Non-variable. There is no save.
The shopkeeper of Atlantean Magical and Alchemical Supply swore the silver ring had belonged to a First Age prince. Xanthe, a thaumaturge who bought for the Institute of Knowledge, held it cupped in her palm and let the spell open her eyes. For one minute she saw what the shop was really made of: a faint green glow on a shelf of sealed jars, a sullen red shimmer from a locked case behind the counter, and nothing at all from the ring. She set it down gently. Then she asked what was in the locked case.
False Dweomer
Range 10 ft.Duration 24 hoursArea Up to 1 cu. ft. per level of abilitySave NoneSpell type Non-variable
The caster gives an object or area, measuring up to 1 cu. ft. for each level of ability and within 10 ft., the aura of something magical. The item gains no real power, but it radiates a dweomer just as a genuine magic item would. True Sight or Spell Analysis exposes the fake, but an Identify spell is fooled by it. The false aura lasts 24 hours.
The amulet was a bit of brass wire and blue glass, and Rodrigo the charlatan had bought it for a copper in Tartessos. Now he held it up in a tavern full of hopeful mercenaries while his spell lent it the unmistakable shimmer of true magic. One buyer, a hedge-sorcerer, cast Identify on it and nodded, impressed. The price went up. It was only at the third table that a quiet, gray-bearded wizard muttered a spell of his own, studied the amulet and began to laugh. Rodrigo left quickly after that, and was out of town long before the false glow faded.
Identify
Save NoneSpell type Non-variable
The caster learns what one object or substance is, whether plant, animal or mineral, together with its possible uses or powers. The item must be held while the spell is cast. Living creatures cannot be identified this way, and neither can magical or alchemical mixtures. The spell is Non-variable, and no save applies.
In the Sorcerers' Market of Acheron, the peddler swore the knobbly black root came from the hidden gardens of Hsuan Island. Merit, a thaumaturge with a great deal of experience of peddlers, took it in her hand and spoke the spell. The knowledge settled in her mind like a bird landing: ordinary mandrake, old and dried, good for a sleeping draught and not much else. She put it back. The peddler offered her a stoppered bottle of glowing elixir instead. She held that too, cast again, and learned nothing whatever; the spell has no power over alchemy.
Levitation
Duration 10 minutes or until caster ends itSave None; unwilling victims must be touchedSpell type Variable; each level adds 10 ft. altitude and/or 1 minute
The caster, or any creature or object the caster touches, can hover in place or rise straight up as high as 100 ft. No more than 300 lbs. can be lifted. The effect lasts 10 minutes or until the caster chooses to end it, and each level of ability adds 10 ft. of height, 1 minute of duration, or both. Unwilling targets get no save but must be touched.
The sea cave on the cliffs below Mehedra had been carved into a smugglers' store, and the only way in was an opening eighty feet up a sheer rock face. Tariq, a magician from Ophir, stood on the shingle at low tide, spoke a word and rose. He drifted straight up, past gulls' nests and dripping weed, slowly and steadily, until he was level with the cave mouth, and stepped inside. A few minutes later he stepped out again and floated back down, a heavy sack in his arms, careful not to carry more than the spell could lift.
Preserve
Duration Permanent or until dispelledSave NoneSpell type Non-variable
Plant or animal materials, up to 10 lbs. of them, are guarded by this enchantment against spoiling, whether the threat comes from heat, cold or damp. The protection is permanent unless someone dispels it, which makes the spell useful for keeping ingredients fresh. It is Non-variable, with no save.
The garland had been woven for his wife on their wedding day in Tang, sixty years ago: white jasmine, red peony, a few sprigs of pine. Kaelis, an old Druas magician, had cast the preservation over it the same evening. She was gone now, but the garland still hung on the wall of his room, as fresh and fragrant as the morning it was made. Visitors sometimes asked whether it was painted silk. He would smile and invite them to touch it. The petals were cool and soft and smelled of that long-ago summer.
Speak Languages
Duration 1 hourSave NoneSpell type Non-variable
For 1 hour the caster, or one person the caster touches, can both speak and understand any single language chosen at casting. Only one language is granted by each casting. The spell is Non-variable, so the duration does not grow with level, and there is no save.
The Atlantean envoy had rehearsed his speech for weeks, but at the doors of the Palace of Harmony his nerve failed. His magician, a quiet woman named Callista, laid two fingers on his wrist and murmured. He drew a breath and, to his own astonishment, addressed the Khitan ministers in fluent, courtly Khitan, catching every nuance of their replies. The talks ran long. As the water clock neared the end of the hour, Callista leaned forward and touched his sleeve. He glanced at her, and quickly began to wrap up his remarks.
Tricks
Duration 1 minute per level of abilitySave vs Intelligence, only as statedSpell type Variable, as stated
The caster conjures an assortment of small illusions, such as colored sparkles, puffs of smoke or little objects drifting in the air. They cannot hurt anyone and look a bit false, yet they hold a strange fascination: creatures of low to medium intelligence must save vs Intelligence or stand staring at them for the whole spell. Even highly intelligent beings must save vs Intelligence or be distracted for 1 minute.
Creatures with no intelligence at all, and beings of super-human intellect, are unaffected. The illusions last 1 minute per level of ability.
The Caliph's gate guards in Veddashud were not supposed to let anyone past, but the enchanter Zara only wanted a minute. She flicked her fingers, and the air before them filled with colored sparks, little turning stars and a paper bird that flew in slow circles. The guard dog sat down and stared, mouth open, entranced. So did the younger guard. The captain, a clever woman, shook her head after a moment, blinked, and swore. By then Zara was through the gate and gone, and the dog was still watching the paper bird.
IISpells of the second level
Apparition
Range 100 ft.Duration 10 minutesSave vs IntelligenceSpell type Non-variable
The caster creates a terrifying illusion, up to 100 ft. away, that remains for 10 minutes. Anyone or anything that sees it must save vs Intelligence or be 'frozen' with fright, unable to act for 1-4 minutes. The spell is Non-variable.
The Suti had come to Madaan to rob the golden urns from the rock-cut tombs of the sultans. The magician Hamid, who kept watch over the tombs for the sultan's family, waited until they were at the cliff door and then showed them its guardian: a towering, bandaged corpse with burning eyes, rising out of the tomb's shadow with its arms outstretched. Four of the bandits froze where they stood, rigid with terror, swords dangling. The fifth dropped his torch, screamed, and ran. By the time the others could move again, the tomb guards were upon them.
Auditory Enchantment
Save NoneSpell type Variable, as stated
The caster chooses one of three sound effects. Mimicry lets the caster copy the voice of any human or humanoid they know well, for 1 minute per level of ability; it does not let them speak a language they do not already know. Ventriloquism lets the caster project their voice in any direction, as far as 10 ft. for each level of ability, also for 1 minute per level.
Phantom Voice enchants a non-living object so that it speaks a set phrase of no more than 12 words whenever someone or something comes near or touches it. It is most often used as an alarm against thieves and trespassers. There is no save.
The thief had worked for two nights to get into the jeweler's back room in Bersheba, and at last his fingers closed around the pearl box. The box spoke in a loud, cheerful voice: Put that down, thief. The Queen's guard is coming right now. He dropped it, bolted through the window and kept running until he was three streets away. The box sat on the floor, silent. The guard was not coming at all. The jeweler's magician had set the warning weeks ago, and it had just paid for itself many times over.
Conjure Plant
Duration 10 minutesSave NoneSpell type Non-variableComponents Powder made from the desired plant
The caster brings into being one fully grown plant of any kind. A powder made from that very plant must be used as the material component. After 10 minutes the conjured plant dissolves into nothing. The spell is Non-variable, and no save applies.
The wild boar came out of the Oggia undergrowth at a charge, and the Rom enchanter Luminita had nowhere to go. She flung a pinch of powdered chestnut bark on the ground at her feet and spoke. A full-grown chestnut tree erupted out of the loam, trunk and branches and all, and she scrambled up it as the boar thudded into the bark below. It circled and grunted. She waited. After ten minutes the tree began to fade beneath her, going thin as mist. Luminita dropped through it onto the grass. The boar, fortunately, had got bored and left.
Dwindle/Enlarge
Range TouchDuration 10 minutes per level of abilitySave None; unwilling victims must be touchedSpell type Variable, as stated
The caster shrinks themselves or any creature or being down to as little as 1 inch tall. Reversed as Enlarge, the spell makes one creature or being grow to at most twice its normal size. Either version lasts 10 minutes per level of ability and must be delivered by touch. There is no save, though an unwilling victim has to be touched for the spell to take hold.
The door to the Chancellor's private study in the Imperial Courts of Tang was locked, barred and guarded. Mei Lin, a magician in the service of a rival minister, touched her own breastbone and shrank. The corridor grew vast around her, the floorboards rolled out like a plain, and the guard's sandals loomed like beached boats. At the height of an inch she strolled beneath the door through the gap at the bottom. Inside, the Chancellor's papers were piled like cliffs. She had a good while before she would begin to grow again, and she meant to use every minute.
Invisibility
Duration Unlimited, until combat, spell-casting or sleepSave NoneSpell type Non-variable
The caster touches themselves or one other creature to make it invisible. Keeping the spell running takes some concentration, so if the invisible creature fights or casts another spell, it becomes visible at once. Falling asleep also ends the effect; otherwise it lasts indefinitely. No save applies.
Foreign men may not walk the Amazon quarters of Merina, and the magician Aristo had business there. He touched his own chest and was gone. He walked the segregated streets unseen for hours, careful and patient, until he reached the counting-house he wanted and learned what he had come to learn. On the way out, an Amazon patrol seized his companion, an unlucky Tharshi guide who had followed him in. Aristo lost his temper and punched the nearest soldier. In that instant he was plainly visible to every Amazon in the street.
Lock/Knock
Save NoneSpell type Non-variable
The caster magically fastens shut, or springs open, any one locking device: a lock, bolt, latch, padlock and the like. One mechanism is affected per casting, and the spell works both ways. The spell is Non-variable, and there is no save.
In the slave market at Aram on Raamah, the enchanter Sefton had been put in chains with the rest of the captured crew. He waited until the auctioneer's attention was elsewhere, then whispered to the lock on his manacles. It sprang open with a click. He whispered to the next lock, the one on the chain that bound him to his neighbor, and it opened too. Each lock took another casting, and there were a great many locks. He worked patiently down the line, one at a time, while the bidding went on above them.
Multiple Image
Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
Up to three illusory copies of the caster appear and mimic every movement the caster makes, so that no one can tell which figure is real. A blow from a weapon or other solid object dispels an image instantly; otherwise the copies keep mirroring the caster for 1 minute per level of ability. No save applies.
The Nethermen clan had cornered Iskra on a bridge over a gorge in Molodo, five warriors with axes and no patience. The magician smiled and spread her arms, and suddenly there were four of her, each one smiling, each one moving exactly as she moved. The warriors hesitated. Then the boldest swung at the nearest Iskra; his axe passed through and she burst like a soap bubble. The next swing took a second. Two left, and the Nethermen grinned. The real Iskra kept backing away, still smiling, and began to cast again.
Optical Illusion
Duration 10 minutesArea 5 ft. radius around casterSave Attackers save vs Perception before attacking or missSpell type Non-variable
The caster bends and warps the light within 5 ft., blurring their own outline so they cannot be seen clearly. Anyone trying to strike the caster must save vs Perception before rolling to attack, or the blow misses. The effect needs light at least as strong as bright torchlight to work, and lasts 10 minutes.
The Black Skull is lit by torches, and on this night that was lucky for Kiya. When the necromancer's bodyguards came for her across the smoky room, the magician spoke a word and her whole outline smeared, like a figure seen through wavering water. The first man's club hit nothing. The second man's knife went wide. The third squinted, found her, and struck her on the shoulder, but only glancingly. Then someone knocked a torch off the wall, the room dimmed, and the blur around her faded. Kiya ran for the door.
Phase Shift
Duration 1 secondSave NoneSpell type Non-variable
The caster slips into an extra-dimensional space and steps out again 1 second later at a spot up to 10 ft. from where the spell was cast. The arrival point must be declared to the Game Judge before casting. The spell is Non-variable, and there is no save.
Two monks in black came over the ridge of the tiled roof, and the magician Jia had nowhere left to run: behind her was a drop to a Tang alley, and the next rooftop lay across a gap of some eight feet, too far to leap. She fixed her eyes on one particular tile over there, a cracked green one beside the chimney, and spoke. For an instant the world went away. Then she was standing on the cracked tile, and the two monks were staring at the empty spot where she had been. Jia gave them a little bow and climbed on over the roof.
Read Languages
Duration 10 minutes per level of abilitySave NoneSpell type Variable, as stated
The caster can read, or write, any one language for 10 minutes per level of ability. Only a single language is covered by each casting. The spell is Variable as described, so skilled casters can study a text for longer, and no save applies.
The clay tablet had been dug from a First Age ruin and sent to the Library at Acheron, where no living scholar could make sense of it. Senmut, a magician with a passion for dead tongues, laid it on the reading table, spoke the spell and bent over it. The wedge-shaped marks rearranged themselves in his mind into plain meaning: a ship's manifest, a list of cargo, a harbor master's complaint about a late payment. He read faster and faster. He was halfway through a line about a sealed crate from Attla when the words dissolved back into marks.
Shatter/Repair
Range 100 ft.Duration PermanentSave Special; object targeted by Shatter gets a save (see Chapter 1: Saving Throws)Spell type Non-variable
Shatter makes a brittle, non-magical object weighing up to 10 lbs., within 100 ft., burst into fragments; glass, porcelain, crystal and even dry wood are all vulnerable. Cast in reverse, Repair mends broken objects of any kind, provided they are not magical, under the same 10 lb. limit. Either result is permanent. An object targeted by Shatter should get a save, handled under the general saving throw rules.
The Rom caravan had been attacked on the road through Oggia, and in the scramble someone had trodden on Nicu's lute. The enchanter sat by the fire that night turning the pieces over in his hands, the snapped neck, the split belly, the curl of gut strings. His cousins watched him in silence. He laid the pieces together on a blanket, murmured, and the wood flowed back into itself, the cracks closing like healing skin. When he lifted it, the lute was whole. He tuned it, played one bright chord, and the whole camp cheered.
IIISpells of the third level
Circle of Silence
Range 100 ft.Duration 10 minutesArea 20 ft. radiusSave None while inside; leaving the circle escapes itSpell type Non-variable
A 20 ft. radius circle forms within 100 ft. and soaks up all sound for 10 minutes, making talk and verbal spell casting impossible inside it. Those within get no save, but the circle cannot move, so stepping out of it ends its effect on them.
The duel took place on the marble terrace of the Magical Institute of Dardanus, and everyone expected the wizard to win. He was already chanting his first Word of Power when the magician Anthea dropped a circle of silence over him. His lips kept moving; no sound came out. He stopped, astonished, and tried again, face reddening, while the audience of students began to laugh. At last he worked it out, took three long strides to the edge of the circle and stepped out of it. By then Anthea had finished her own spell.
Conjure Animal
Duration 10 minutesSave NoneSpell type Non-variableComponents Powder made from the desired animal
The caster brings into being one animal of any type, though not a monster. A powder made from that kind of animal must be used as the material component. After 10 minutes the conjured creature dissolves into nothing. The spell is Non-variable, and there is no save.
The Turanian nomads had taken her horse and left her to die in the desert, three miles from the nearest well. Parisa, a magician from Sheba, took a pinch of ground camel hair from the pouch at her belt, sprinkled it on the sand and spoke. A camel coalesced out of the shimmering air, fully grown, saddled with nothing, chewing placidly. She clambered onto it and kicked it into a lope. It carried her for ten minutes, bless it, and then melted away beneath her like a mirage, and she walked the rest of the way.
Conjure Fire
Save vs Dexterity (for 1/2 damage)Spell type Variable, as statedComponents A fire source
Drawing on a fire source of some kind, the caster creates one of two effects. A Fireball can be thrown up to 100 ft. and burns every creature within 20 ft. of where it lands for 1-6 for each level of ability. A Wall of Fire as tall as 10 ft. and as long as 20 ft. can be raised as far as 100 ft. away; living creatures who walk into it or are caught inside are scorched for 1-4 for each of the caster's levels, and it burns for at most 10 minutes.
Victims of either may save vs Dexterity for half damage, and non-magical combustibles struck by either effect have a 50% chance of catching fire.
The Ahl-at-Rab came thundering out of the dunes on their huge lizards, and the caravan's campfire was the only fire for miles. The sorcerer Bahram thrust his hand into it and drew out a long ribbon of flame, which he flung across the sand between the camp and the raiders. A wall of fire leapt up, taller than a man, crackling and roaring. The lead lizard ran straight into it, and it and its rider came out the other side screeching, scorched, the rider's saddle blanket alight. The others wheeled away along the wall's length.
Conjure Water
Save vs Dexterity, as statedSpell type Variable, as statedComponents A small quantity of water
Using a small amount of water, the caster creates one of two effects. Hail of Ice pelts a 20 ft. radius area up to 100 ft. away, battering every creature there for 1-6 for each level of ability; a save vs Dexterity halves it.
Wall of Water raises a wall as tall as 10 ft. and as long as 20 ft., within 100 ft., that bursts the moment it forms. Every creature of 400 lbs. or less within 10 ft. is swept 10-40 ft. in a random direction, and anyone who fails a save vs Dexterity is also knocked down. The wall can also be used to douse flames, magical or not.
Makara sea-devils swarmed up the side of the Ebony Dolphin trading ship and onto the deck, and the ship's magician, a Nubian named Kofi, snatched a cup of water from the cook's barrel. He hurled its contents at the boarders. The water grew in mid-air into a wall higher than a man, then burst, sweeping across the deck in a roaring green wave. Makara went flying over the rail and into the sea. Two fetched up against the mast, knocked flat but still aboard. The crew fell on them with boathooks.
Detect Invisibility
Range 100 ft.Duration 10 minutesSave NoneSpell type Variable, as stated
For 10 minutes the caster can perceive invisible creatures, objects and other unseen things within 100 ft. of them, so that things hidden by invisibility are no longer concealed from the caster. The spell is listed as Variable as described, and there is no save.
The court of the Queen of Sheba was full of perfumed diplomats, and the court magician Sabra had a feeling. She let her eyes go soft and spoke the spell under the sound of the music. The room changed. There, between two pillars, stood a figure that no one else could see, a thin man with a dagger held low, edging toward the Queen's couch. Sabra did not shout. She simply walked across the room, smiled at nothing at all, and put her own knife into the empty air.
Dispel Illusion
Save NoneSpell type Non-variable
With a touch, the caster clears the effects of any kind of illusion from one person's or creature's mind, returning their normal perception. The illusion itself is not dispelled or countered; only its hold on the recipient is broken. No save applies.
Radu had been screaming for a quarter of an hour, clawing at his arms and swearing they were covered in spiders. The magician Matthias knew exactly what had happened; the rival troupe's illusionist had been in the audience that night. He took the young acrobat by both wrists, laid a thumb on his brow and spoke. Radu stopped mid-scream, looked down at his clean, bare arms, and began to laugh and cry at once. Across the room, the rest of the company still stared in horror at the spiders crawling on the floorboards.
Haste/Slow
Range 100 ft.Duration 10 minutesSave vs Will, for no effectSpell type Non-variable
One creature or being within 100 ft. has its speed and its number of physical attacks either doubled (Haste) or halved (Slow) for 10 minutes. A successful save vs Will means the spell has no effect on the target. It is Non-variable, so its duration does not change with level.
The black rhinoceros came out of the Kushite scrub at a full charge, head down, straight at the caravan's lead camel. The magician Asha flung out a hand and spoke. The great beast stumbled and went on coming, but now it came as if wading through honey, its thundering charge reduced to a heavy, bewildered trot. The camel drivers had plenty of time to haul their animals out of its path. The rhinoceros plowed past them, snorting, and blundered off into the thorn bushes at half its pace, looking puzzled.
Illusory Image
Range 100 ft.Duration Indefinite, while caster concentratesSave vs PerceptionSpell type Non-variable
The caster produces an illusory double of themselves that can be sent up to 100 ft. away. While the caster concentrates fully, the double walks, flies and gestures exactly as its creator directs. It cannot talk, make any sound, or physically touch or move anything around it. The image lasts as long as the caster keeps concentrating. Viewers get a save vs Perception, following the general illusion rules under Illusory Object.
The Tharshi archers on the walls of Tartuk saw the magician walk out of the olive grove below, bold as brass, and they emptied their quivers at him. Arrow after arrow passed through him without a flicker. He kept walking, calm and silent, arms folded, while the real Kerem lay flat behind a stone wall in the grove, concentrating so hard his jaw ached. Meanwhile his friends went over the far side of the wall with their ropes. One sharp-eyed archer squinted at the figure and frowned. Why did it make no sound on the gravel?
Illusory Object
Range 100 ft.Duration 1 hour per level of abilitySave vs Perception on physical contact, as statedSpell type Variable, as stated
The caster creates the illusion of one object, as large as 1 cu. ft. for each level of ability, within 100 ft. The illusion cannot move and cannot look like any living creature or organism. If the caster knows the kind of object being imitated, it looks entirely real to onlookers. Having no real substance, it can be exposed by touch: anyone who handles it may save vs Perception to see it for what it is. Those who fail, or who never try to touch it, are fully convinced it is genuine.
That belief has teeth. An illusory weapon can wound a person who failed the save, because the victim expects it to hurt, and the pain they feel is real enough to injure or even kill. An illusory bridge cannot hold anyone's weight, yet a victim who fails the save will think they are crossing a solid bridge even as they fall. The illusion lasts 1 hour per level of ability. The other illusion spells refer back to these rules.
The smugglers of Atlantis used a drain tunnel under the Outer Ring to move goods into the city. So the magician Petra, who worked for the tolls office, made them an iron grate. It looked exactly like the real grates all over the city, rusty, solid, stained with river weed, and it blocked the tunnel neatly. The smugglers' boat nosed up to it and stopped short, and the crew swore and began to back water. All but one: the smallest of them leaned out to rattle the bars, felt nothing, and saw through it at once. He told the others. None of them had touched it, and none of them believed him, and they rowed back the way they had come.
Minor Healing
Save NoneSpell type Variable, as stated
The caster touches one person or creature and heals 1 point of damage for each level of ability. The recipient must be touched for the spell to work, so the healer has to be within reach. The spell is Variable as described, and there is no save.
The tumbler had missed her catch in the middle of the evening show and fallen onto the cobbles of a village square in Oggia. The troupe's enchanter, an old Rom named Tobar, knelt beside her while the crowd murmured and laid his hand on her scraped, bleeding knee. He spoke softly. The worst of the scrape closed over, pink and new. It was not much; his was a small healing, and her wrist was still swelling. But she got up and bowed, and the crowd, thinking it part of the act, applauded.
Tangle/Untangle
Range 100 ft.Duration 10 minutesSave As statedSpell type Non-variable
The caster brings to life as much as 100 ft. of rope, vine, chain or anything else that could bind, within 100 ft., and wraps it around one person or creature. The victim must save vs Dexterity or be completely bound and unable to move; even a successful save leaves them needing 1 minute to struggle free. The binding lasts 10 minutes, but the Game Judge should weigh the material used against the victim's strength, since a large or strong victim might manage to tear free.
The spell also works the other way, undoing knots in rope or freeing the caster or one other person from any entanglement, magical or ordinary, though not from the grip of a living constrictor.
A pickpocket bolted along the wharf of the Seamen's Guild in Atlantis with a purse in his fist, and the magician Lysandra pointed at a coil of rope lying on the dock. It sprang up like a snake, whipped along the planks and wound itself around the boy's legs, arms and body until he fell, trussed like a parcel. He wriggled, shouted and could not move. By the time he stopped struggling the harbor guard had arrived. They had to wait for the rope to loosen itself before they could arrest him.
IVSpells of the fourth level
Animate Object
Range 100 ft.Duration 1 minute per level of abilitySave Only as statedSpell type Variable, as stated
The caster brings an object or device to life, up to 5 lbs. per level of ability, and directs it from as far as 100 ft. It can float, fly around, or attack, using the caster's attack factor. An object used to strike deals 1-4 points of damage for every 5 lbs. of its weight, an animated weapon deals its usual damage, and anything able to wrap around a victim, such as rope, vine or chain, can choke for 1-6 points per minute; breaking free takes a successful save vs Strength. The caster must keep concentrating to control the object, and the spell lasts 1 minute per level of ability.
The longsword on the wall of The Guardian had hung above the bar for twenty years. When two Turanian bravos drew knives on the landlord, the wizard in the corner looked up from his wine and twitched a finger. The sword lifted from its hooks, spun once in the air and flew across the room, cutting at the first bravo's knife hand. He shrieked and dropped his blade. The sword turned on the second man, who backed into the wall with his hands up. It hung there, point at his throat, until the wizard finished his drink.
Conjure Earth
Save Only as statedSpell type Non-variableComponents Small quantity of earth or stone
With a little earth or stone to hand, the caster creates one of two effects. A Dust Storm up to 10x10x10 ft. can be sent drifting at 10 ft. per minute as far as 100 ft. from the caster; creatures inside take 1 point of damage for each minute they stay, and anyone failing a save vs Dexterity loses their sight for 2-12 minutes.
A Wall of Stone standing as tall as 10 ft., 2 ft. deep and as long as 20 ft. can be raised 100 ft. away and stands for 1 hour. Earth is needed for the dust storm and stone for the wall.
The Molodo herders were fleeing up the ravine with the raiders close behind, and the sorcerer Darius could hear hooves echoing off the rock. He took a handful of gravel from the path, flung it back down the ravine and spoke. A wall of stone rose from the ground with a grinding roar, taller than a mounted man and twice as long as a wagon, from one side of the ravine to the other. On the far side, horses reared and riders shouted. The wall would stand for an hour. By then the herders would be over the pass.
Conjure Toxic Cloud
Range 100 ft.Area 10x10x10 ft.Save As per the toxinSpell type Non-variableComponents One dose of any toxic powder
The caster conjures a 10x10x10 ft. cloud of poisonous vapor and can steer it as far as 100 ft. One dose of any toxic powder serves as the material component, and the kind of powder chosen decides exactly how the cloud poisons its victims and what save they get against it. The spell is Non-variable.
The sorceress Yewande lived on an estate above Kuru, and she did not like visitors who came over the wall at night. She took a pinch of powdered hellebore from a jar on her windowsill, blew it into the air and spoke. The powder billowed into a yellowish cloud, head-high and wide as a room, which rolled down the garden path toward the intruders. The first man choked, then doubled over retching. The second held his breath and ran. The cloud followed him to the wall, then drifted slowly back across her roses.
Conjure Wind
Save vs Dexterity, as statedSpell type Non-variableComponents A breath of air from the caster's lungs
Using a breath from their own lungs, the caster creates one of two effects. A Gust of Wind aimed up to 100 ft. away can turn back or redirect any mist, dust or gas, magical or ordinary.
A Vortex as wide as 10 ft. and as tall as 100 ft. travels at 10 ft. per minute to as far as 100 ft. from the caster. Creatures in its path, flyers included, must save vs Dexterity or be flung 10-40 ft. into the air and take falling damage on landing; anything over 400 lbs. is too heavy to lift. A vortex can also scatter magical earth or stone barriers of any kind.
The ogres of the Tu-Holo came across the dunes toward the camp, and their human slaves ran ahead of them with spears. Wang, a Khitan magician, filled his lungs and blew. A column of wind rose from the sand where his breath touched it, spinning up and up to the height of a temple, and marched slowly toward the attackers. Spearmen went flying like leaves, thrown high into the air and crashing down on the dunes. The ogres merely leaned into the wind, grunting. They were far too heavy to lift, and they kept on coming.
Disappear
Duration Up to 1 full minute in the spaceSave NoneSpell type Non-variable
Like Phase Shift, this spell sends the caster into an extra-dimensional space, but they may reappear as far as 100 ft. away and linger in the space for up to 1 full minute. The arrival point has to be named before the spell is cast. While inside such a space it is impossible to see into any other plane. No save applies.
The fire had started in the Gryphon Warehouse by accident, and by the time the magician Timon realized he was trapped, the whole loft was blazing. He picked a spot on the canal quay outside, a mooring post he could picture exactly, and spoke. The world went gray and soundless. He found himself standing in a featureless nothing, cool and still, the roar of the fire gone. He took a long breath, coughed out the smoke, and made himself count. Then he stepped out onto the quay beside the mooring post, soot-black and alive.
Flight
Duration 1 hour, +10 minutes per levelSave NoneSpell type Variable; each level adds 10 minutes
The recipient can fly for up to 1 hour, gaining 10 more minutes for each level of ability, at twice their normal movement rate. The spell can be placed on any living creature, but the flyer can never carry more than normal encumbrance allows; trying to do so ends the spell and sends them crashing to the ground.
A Makara spear had torn through Aelis's left wing, and the Zephyr could not fly home to her eyrie on the cliffs of Curracurrang. Her friend Marra, a magician, laid a hand on her shoulder and spoke the charm. Aelis lifted off the beach as if pulled up by a string, rose past the cliff face faster than she had ever flown, even whole, and landed on her ledge laughing. She would fly for an hour or more yet. Marra had warned her not to carry anything heavier than her bow, and for once she listened.
Illusory Creature
Range Indefinite, while visual contact is keptDuration While concentration and visual contact lastSave vs Perception, as per Illusory ObjectSpell type Non-variable
The caster creates the illusion of one creature or organism as tall as 20 ft. It can move and speak however the caster wishes, provided the caster keeps concentrating on it and keeps it in view, either by direct line of sight or through some scrying device. So long as those conditions hold, there is no limit on its duration or range. Saves and the powers of illusions follow the rules under Illusory Object.
The raiders from Marhashi reached the copper-plated walls of Zimba at dawn, and then stopped. A giant stood on the walls: a one-eyed cyclops as tall as the gatehouse, bellowing threats in the raiders' own tongue and swinging a club like a tree trunk. On the gatehouse roof, the magician Chidi stood motionless with his eyes fixed on it, sweat running down his face. The raiders argued. Then one of them fired an arrow, which flew straight through the giant's knee. Chidi groaned. The giant roared louder.
Shadow Form
Range 100 ft.Duration 1 minute per caster levelSave NoneSpell type Variable, as stated
The caster's own shadow is given some substance and made to act. It is an exact silhouette of the caster and can be controlled up to 100 ft. away. It can fight or handle fairly simple tasks, but has no mind or will of its own, so the caster must direct it mentally.
The shadow uses the caster's attack factor, deals 1-8 points of strangling damage when it hits, and has 1 hit point for each of the caster's levels. Any weapon harms it normally, treating it as unarmored, and any magical light spell disperses it instantly. It lasts 1 minute per level of the caster.
The alley in Mohenjo-Daro was narrow and dark, and the thug with the knife was very sure of himself until the magician's shadow detached itself from the wall. It slid across the ground and rose up behind him, a flat black silhouette of Deepa herself, and wrapped its hands around his throat. He choked and flailed. His friend slashed at it with a sword, and the blade bit into the shadow as it would into flesh, but the shadow held on. Deepa, standing well back, kept her mind on it and did not let go.
VSpells of the fifth level
Dazzling Lights
Area 20 ft. radius of casterSave vs Dexterity, as statedSpell type Non-variable
A blazing burst of many-colored light erupts around the caster. Every creature within 20 ft. has to save vs Dexterity or lose their sight for 10 minutes, and even those who save and look away cannot see properly for 1 full minute. The caster's companions are just as vulnerable unless they are warned in advance.
The slavers had sprung their ambush in a narrow lane behind the Grand Marketplace of Acheron, eight men closing in from both ends. Nailah, a magician, said one word to her companions: Eyes. They shut them tight and turned their faces to the wall. Then the air around her exploded into a storm of color, crimson and violet and blinding white. The slavers reeled back, shrieking, hands over their faces. Most of them could not see at all; the two who had looked away in time stumbled about half-blind. Nailah's friends opened their eyes and drew their swords.
Extra-Dimensional Space
Duration 1 hour per level of abilitySave NoneSpell type Variable, as stated
Any bag, pouch, sack or pocket can be made into an extra-dimensional space holding as much as 1,000 lbs. of coins, gems or other goods without adding weight or visible bulk. Anything inside can be pulled out just by reaching in and taking hold of it. If the container is destroyed, everything in it is lost forever, and the same happens to anything still inside when the spell ends. The space lasts 1 hour per level of ability.
A Tharshi customs officer searched the enchanter Belit from head to foot at the gate of Tartessos and found nothing but a slim leather purse holding a few coins. He waved her through. She walked briskly to the harbor, sat down on a bollard and began counting under her breath. Inside that purse, out of sight and weightless, lay several hundred pounds of smuggled silver ingots. The spell would hold for hours yet. But if the purse were torn, or she dawdled past the deadline, the silver would be gone forever.
Illusory Terrain
Duration 24 hoursArea Up to 1,000x1,000x1,000 ft.Save vs Perception, as per Illusory ObjectSpell type Non-variable
The caster creates an illusory landscape as large as 1,000x1,000x1,000 ft., looking like any sort of terrain the caster wants, from desert to forest, hills, gullies and more. It can be filled with illusory creatures and objects if desired. It lasts 24 hours. Saves follow the rules under Illusory Object.
The Tharshi fleet came around the headland of Ogleostra looking for the Sardana harbor its captains had been promised. They found no harbor at all. Where the charts showed a sheltered bay, there was only a line of jagged reefs, a crashing surf and sheer cliffs beneath a ruined nuraghe tower. The admiral cursed his navigators. On the headland, the magician Nuraxi sat among the goats and watched the Tharshi sails turn away. The harbor, full of Sardana fishing boats, lay placid and invisible behind the illusion for the rest of the day.
Magic Portal
Range TouchDuration Maximum 1 hourSave NoneSpell type Non-variable, as stated
The caster opens a door-like gap or a tunnel through material that is solid or semi-solid. The passage can be no more than 10 ft. high or wide, and up to 10 ft. long per level of the caster. The caster must touch the spot to be opened, and the portal lasts at most 1 hour. There is no save.
The tunnel collapse at Targrim had trapped nine slaves behind a wall of fallen rock, and the Tharshi regent had already written them off. The magician Marcus, himself a slave, laid his palm against the rubble and pushed. A doorway opened in the rock like a mouth, as tall as a man and wider, and a tunnel ran straight back through the fall into the dark. At the far end he saw lamplight and startled faces. Come quickly, he said. The portal would not stand for more than an hour, and the mountain wanted its stone back.
Minor Enchantment
Duration 1 hourSave NoneSpell type Non-variable
A non-magical weapon, shield or suit of armor of any kind gains either +1 on offense or +1 on defense, chosen by the caster. After 1 hour the enchantment fades and the item reverts to its ordinary, non-magical state. The spell is Non-variable, and there is no save.
The rock trolls were waiting at the top of the pass, and Sigrid's shield was old limewood, split twice and rebound. The magician traveling with the Vanir war party laid his hand on its boss and spoke. For an hour the battered shield would turn blows a little more surely than any limewood had a right to. Sigrid felt the difference with the first troll club that struck it, a jarring blow that slid off the rim and left her standing. She grinned through her teeth and raised it again. The magic would last just long enough.
Teleportation
Save NoneSpell type Variable, as stated
The caster is carried instantly to any place they know or have studied closely, along with up to 100 lbs. of extra material per level of ability. Living creatures can come along within that weight allowance, but the spell cannot be used on anyone unwilling. It cannot cross into other dimensions or extra-dimensional spaces.
The First Age ruin in Elassippea was falling around them, stones crashing through the roof, and Deucalion's apprentice lay bleeding on the floor with a broken leg. The archimage gathered the boy in his arms, held tight to his satchel of books, and pictured his study at the Institute of Knowledge in Atlantis, the desk, the window, the ink stain on the rug. He spoke. There was a jolt like missing a stair. Then the smell of ink and dust, the sound of gulls over the canals, and the boy crying out in astonishment on the rug beside the desk.
Traps
Save As per the stored spellSpell type Non-variable
The caster enchants something non-living, whether an object or a place, for instance a chest, corridor or statue, so that it holds one spell of up to fifth level. The trap can be set to release its spell under whatever condition the caster chooses, for example when an intruder touches the object, walks into a particular area, or says a certain word or phrase. Saves are those of the stored spell.
Gao, a thaumaturge in Tang, had lost too many rare ingredients to thieves. So he enchanted the lid of his medicine chest with one of his own spells, and set it to go off if anyone touched the chest without first saying the name of his grandmother's village. That night, a young burglar slipped in through the shutters and lifted the lid. A length of hemp rope lying in the corner leapt up and bound him hand and foot. In the morning, Gao found him lying on the floor, and made him tea.
VISpells of the sixth level
Conjure Monster
Duration 10 minutesSave NoneSpell type Non-variableComponents Powder made from the desired monster
The caster brings into being one monster of any kind; the undead, demons, devils and outer-plane beings cannot be conjured. The material component is a powder ground from the kind of monster wanted. After 10 minutes the conjured monster dissolves into nothing. The spell is Non-variable, and there is no save.
The Tarakan Mountains had no bridges, and the chasm in front of the explorers was a hundred feet across. The magician Anaxis opened a small ivory box of powder, ground from the feathers of a griffon, and scattered it on the wind. Out of the swirling dust a griffon took shape, full-grown and gleaming, lion body and eagle head, and bent its neck to her. It carried them across two at a time. The last pair were barely over the far lip when the beast went thin and gray and blew away. The ten minutes had nearly run out.
Dimensional Travel
Save NoneSpell type Variable, as stated
This works much like Teleportation, but carries the caster to any known dimension or plane of existence, the astral plane among them. The caster may bring one more creature or being along for each level of ability. The spell is Variable as described, and no save applies.
Her brother had been dragged into the Nether Realms by a demon's bargain, and the archimage Theano meant to bring him back. She drew the two companions who had volunteered close, joined hands with them in a circle in her tower in Findias, and named the plane aloud. The room folded away. They stood on a shore of black sand beside a sluggish gray sea, under a sky the color of an old bruise. Somewhere out there, in the dark, a bell was ringing. Theano let go of their hands and began to walk.
Hallucination
Range 100 ft.Duration 1 minuteSave vs PerceptionSpell type Non-variable
The caster conjures an illusion so horrifying that everyone who sees it, within 100 ft., must save vs Perception or be driven permanently insane. Victims drift about aimlessly, ramble endlessly about spirits and monsters, and are useless to anyone until they are cured. The vision itself lasts 1 minute.
The adventurers had fought their way up to the top floor of the Citadel of Tok, where one of the Twelve Masters was waiting for them. He did not raise a hand. He simply showed them something, conjured in the air of the chamber for no longer than a minute, and nobody who saw it has ever managed to describe it. Two of the adventurers turned away in time and kept their minds. The other three still wander the streets of Tartessos today, muttering about spirits in the walls and things with too many mouths.
Image Projection
Range Unlimited (familiar or scried locations)Duration 1 minute per caster levelSave NoneSpell type Variable, as stated
The caster mentally sends an image of themselves to any place they know, or have studied with some scrying device. The image looks exactly like the caster but has no physical substance. Through it the caster can see, talk and cast spells, though it cannot touch or move anything.
It lasts 1 minute for each of the caster's levels, and there is no limit on range beyond those conditions. Anything that blocks or spoils the caster's sight through the image, such as mists or darkness spells, can counter it.
The council of Ophirean merchants in Khaffir was halfway through its vote when the archimage stepped out of the air beside the speaker's chair. He was not there, not truly; when one merchant reached for his sleeve, her hand closed on nothing. But his voice was real enough, and so was the warning he carried from Atlantis. The merchants argued with him. He answered each in turn. Then someone at the back of the hall cast a spell of darkness, and the image blinked out, leaving only a faint, angry echo.
Object Transformation
Range 100 ft.Duration 24 hoursSave NoneSpell type Non-variable
The caster temporarily changes the size, shape and substance of one non-living object or device weighing no more than 1,000 lbs., within 100 ft. The new form has to bear some sympathetic likeness to the original: a boulder might be turned into a pebble, a ball or a statue of stone, but not a feather or a wineskin. The Game Judge should nonetheless accept any change the player can argue is sympathetic magic. The transformation lasts 24 hours.
Their rowboat had brought them up the River Usk to Avalon, but the city allowed no foreign boats inside its walls. The magician Nimue smiled, pointed at the boat on the riverbank and spoke. It shrank, planks folding into planks, until a perfect little toy boat, oars and all, lay on the grass. She tucked it into her pocket for the day. The next morning, at the hour she had cast it, they were back on the riverbank, and she set it down in the reeds and stepped back quickly. It sprang up to full size again with a splash, soaking everyone.
Shadow Being
Range Unlimited controlDuration 1 hourSave NoneSpell type Non-variable
A more powerful version of Shadow Form. The animated shadow has half the caster's hit points, cannot be hurt by non-magical weapons, and strangles for 1-12 points of damage on a hit. Wherever it goes, the caster can see through its eyes and hear through its ears. It still has no mind or will of its own, so the caster must concentrate to keep control. Control range is unlimited and the spell lasts 1 hour. As with Shadow Form, any light spell disperses it.
In the Imperial Courts of Tang, the Minister of Taxation was meeting secretly with a Sheban envoy, and neither of them noticed that one of the shadows in the corner of the room was the wrong shape. Far away across the city, the magician Wen sat in a locked room with his eyes shut, seeing through the shadow's eyes and hearing through its ears. He heard every word. Then the Minister's own sorcerer entered the room, looked sharply at the corner, and conjured a globe of light. Wen's shadow burst like smoke, and his eyes flew open.
Suspended Animation
Range TouchDuration Up to 7 days, +1 day per level; set beforehandSave None unless unwilling (save vs Will)Spell type Variable; each level adds one day
The caster puts themselves or one creature, by touch, into a deep trance. The sleeper looks dead, and their body slows so drastically that they need no food or even air for as long as 7 days, plus 1 day per level of ability. The length must be set in advance, because nothing can wake the sleeper until the spell runs out.
Those who come out of it feel alert and rested despite going without food, drink or air. The spell is handy for keeping alive people dying of disease, poison or a curse until help can be found. A willing subject gets no save; an unwilling one may save vs Will.
The Ophirean prince had drunk poison at a banquet in Khaffir, and no healer in the city could cure it. The archimage Mbeki laid a hand on the young man's forehead, and the prince went still, gray and cold as a corpse. His heart barely beat. He needed no food and no breath. They laid him in a cedar chest and put him on the fastest ship to Atlantis, to the healers of the Institute of Knowledge. He would wake in ten days, the archimage said, not a moment earlier, whatever happened on the voyage.
VIISpells of the seventh level
Conjure Simulacrum
Duration IndefiniteSave NoneSpell type Non-variableComponents Hair, nail clippings, blood, etc. of the original
The caster makes an exact copy of one person or creature (not undead, demons, devils or beings from the outer planes), using a bit of the original's hair, nail clippings, blood or the like. The copy has the original's abilities, level and hit points, and most of its memories, though some are wrong or missing: whenever it meets a friend or associate of the original, the Game Judge rolls a save vs the simulacrum's Intelligence, and on a failure it does not recognize that person.
The simulacrum thinks and acts for itself but obeys its creator faithfully. Detect Magic, True Sight and some other spells reveal what it truly is. It lasts indefinitely, but can be killed or destroyed like any normal creature. A caster can never make more than one simulacrum of the same individual.
The Minister of Rites in Tang was ill, and the magician Huang needed him at the Emperor's reception, so he made another. With a lock of the Minister's hair he shaped a copy, perfect in face, voice and bearing, that bowed to him and asked its duties. It performed flawlessly all evening. Then the Minister's old steward came up to greet it, a man who had served him for thirty years, and the simulacrum looked at him blankly. Huang stepped in quickly and steered it away, sweating.
Major Enchantment
Range 100 ft.Save vs Constitution, as statedSpell type Non-variable
The caster makes permanent a spell they have cast, removing its time limit. The ritual takes 1 full hour of uninterrupted casting and leaves the caster completely drained, unable to cast any spells for at least 24 hours, or 48 hours on a failed save vs Constitution.
It cannot grant living creatures lasting magical abilities such as flight or invisibility, but it can fix in place curses, illusions of every kind, and conjured plants, animals and creatures. A permanent spell can be undone only by a Wish, a Miracle, or Major Enchantment cast in reverse. Range is 100 ft.
For three weeks the magician Dalia had perfected the illusion: a waterfall of silver light cascading down the wall of the Queen of Sheba's throne room, sparkling, singing, never quite the same. Tonight she would make it last forever. She began the ritual at sunset and did not pause for a full hour, voice steady, hands moving, while the court waited in silence. Then she spoke the final word and collapsed. The waterfall shimmered on. She lay in bed for two full days afterward, unable to cast so much as a spark.
Mass Charm
Area 100 ft. radiusSave vs WillSpell type Variable, as stated
This works like the first level Charm spell, but affects up to one person or creature per level of ability at once, provided each is within 100 ft. of the caster. Every target resists separately with a save vs Will. The spell is Variable as described.
The mercenaries in the tavern at Salawa had been hired to kill the magician, and they had all come at once. Aziza stood in the doorway with her arms spread and spoke. One after another, the hardened killers lowered their knives and smiled at her, their faces softening, as though an old friend had walked in. Five of them offered to buy her a drink. Two did not. Those two stared at their comrades in disbelief, then at her, and backed slowly toward the kitchen door. Aziza let them go. She had five new friends to defend her.
Negative Illusion
Range 100 ft.Duration 1 hour per level of abilitySave vs Perception, as per Illusory ObjectSpell type Variable, as stated
Instead of making something appear, the caster makes one real object or creature, up to 10x10x10 ft., seem to vanish. If cast on a fighter's sword, for example, the fighter looks down and sees no sword. Gripping it gives the usual save vs Perception for illusions, but on a failure the fighter is utterly sure the sword is gone.
No argument will persuade victims that the unseen thing is really there; only Dispel Illusion brings their perception back. Detect Invisibility does not reveal things hidden this way. The spell works out to 100 ft. and lasts 1 hour per level of ability.
The Nubian mercenary charged up the stairs at the magician with his great sword raised, and Maat spoke one sharp word. He looked at his hands. The sword was gone. He could feel something in his grip, heavy, but when he looked again there was nothing there, and he let go of the thing he could not see; it clattered on the stairs. He stared at the floor where the sound had come from, and saw only the floor. Maat stepped over the sword he could not see and walked past him.
The Grand Illusion
Duration 24 hoursArea Up to 1,000x1,000x1,000 ft.Save vs Perception, as per Illusory ObjectSpell type Variable, as stated
The caster creates any illusion, or blend of illusions, filling as much as 1,000x1,000x1,000 ft. It can include sound, smell and heat, and can follow planned actions and events: illusory creatures might be set to attack, talk or behave as the caster wishes, and trees might sway in the wind. The illusion lasts 24 hours, and saves follow the rules under Illusory Object.
The Sheban corsair fleet came in sight of Diaprepea at dawn and found the harbor of Mehedra crammed with Atlantean warships. There were dozens of them: great triremes with bronze rams and orichalc-trimmed sterns, their oars rising and falling, drums throbbing across the water, cooking smoke drifting from the decks. The corsairs heard the shouted orders and smelled the tar. On the cliff above, the magician Rafiq, who had conjured that whole fleet out of nothing, watched the corsairs turn tail. It would stand until dawn tomorrow.
The Great Conjuration
Duration No more than 24 hoursSave NoneSpell type Non-variableComponents Minimum 1 lb. of the needed material (expended)
The caster conjures a structure of up to 100x100x100 ft., such as a tower, hut, bridge, wall or small fort, provided at least 1 lb. of the right material is on hand. An iron tower, for instance, needs a pound or more of any iron, whether ingots, tools or armor. The conjured building lasts no longer than 24 hours, and the material component is always consumed.
The Gorges of Chu Tang were too deep to climb, and this one was eighty feet across, and the imperial messenger had to reach the far side by nightfall. The magician Hua broke a length of bamboo from her flute case and laid it on the rock at the edge of the gorge. She spoke. The bamboo vanished. In its place stood a bridge, bamboo from end to end, anchored on both sides of the gorge and swaying gently in the wind. The messenger crossed at a gallop. By tomorrow the bridge would be gone.
Transformation
Range Touch (for others)Duration 1 hourSave None unless unwilling (save vs Constitution)Spell type Non-variable
The caster, or anyone the caster chooses, takes on the size, shape, looks and abilities of any one type of creature; the undead, demons, devils and outer-plane beings are excluded. It lasts 1 hour, and another person must be touched to receive it. A willing subject gets no save; an unwilling one can save vs Constitution to avoid it.
The Sargo Tritons would speak only to their own kind, so the magician Nerissa became one of them. She stood in the surf off Antilla, spoke the spell and felt her body change: her skin turning pale green and smooth, her fingers webbing, gills opening along her neck like a second set of lungs. She dived, and the sea welcomed her. She swam down among the Tritons of the plateau as one of them, swimming as they swam and breathing their water. She had exactly one hour to learn what she had come for.
Rules paraphrased from The Arcanum, 2nd edition (Bard Games, 1985), pages 74 to 120.
