Atlantean Trilogy Archive
A white-bearded wizard with an orb staff raises a hand as ribbons of blazing golden runes coil around him, whales passing a sunken city.

The spellbook ofHigh Magic

Ancient words of power and command, including evocation.

55 spells across seven levels of ability

High Magic concerns the ancient words of power and command, a store of arcane knowledge said to predate mankind. It is the primary field of wizards, who take Enchantment or Black Magic as their second, and the burden of tradition it carries leads most of them to follow a personal ethical code. Mages who make it their second field are known as cabalists and must be good in alignment. Only wizards and cabalists may learn its restricted spells, although astrologers may acquire its inscription spells, Sigil and Talisman among them, for half the normal cost.

What sets the field apart is evocation, which exists in no other. In minor, lesser, greater and superior versions it allows the caster to call forth spirit beings, demons and devils and to bargain with them for pacts, a great source of power whose danger rises with the creature summoned. A cabalist may invoke their patron to make an evoked demon or devil save vs Will at -2 or obey. The remainder of the list consists of one-word commands (open, sleep, forget, answer, stop, away, obey); words of healing, warning, guard, passage, summoning and destruction; protective auras and influencing spheres; power words that hold, stun, blind and kill; and written magic including sigils, inscriptions, talismans, the Symbol of Power and the Truename.

ISpells of the first level

Detect Influence

Range 100 ft.Save NoneSpell type Non-variable

The caster finds out whether one person or creature within 100 ft. is being magically controlled by any means, Charm, Hypnosis, Spellbind and Command among them, and if so, learns exactly what kind of influence is at work. The spell is Non-variable, and no save applies.

The Council of Kings met beneath the Pyramid Temple of Poseidon, and the envoy from Azae had just proposed something no one from Azae would ever propose: handing half its warships to Gadirea. The wizard Straton, standing behind the Poseidonean throne, narrowed his eyes at the envoy and whispered a single word. The answer came to him as clearly as if it were written on the man's forehead: a charm, freshly laid, the work of someone who wanted Gadirea strong. Straton bent to his king's ear. The envoy went on talking, smiling vacantly.

A scene written for this archive, not from the book

Hold Portal

Range 100 ft.Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated

The caster bars one door by magic so that no amount of force can push it open. For 1 minute for each level of ability, the only ways through are to smash the door down or to use a counterspell. The range is 100 ft., and there is no save.

The ogre had followed the wizard Ilias into the counting-house of a Mnesean iron mine, and he got the door shut just in time. He spoke a word against the planks. The ogre hit the door with its shoulder, then with both fists, then with a timber prop, and the door did not shift so much as a hair in its frame. But it was only an old pine door, and after a while the ogre stopped trying to push it open and started simply smashing through it. Ilias went looking for a window.

A scene written for this archive, not from the book

Minor Evocation

Save SpecialSpell type Non-variable

The caster evokes one otherworldly being of the minor rank: a minor spirit (of the familiar kind), a minor demon, or a minor devil. How the evocation proceeds, and the special save involved, are covered by the Summoning Rituals rules. The spell is Non-variable.

The apprentice wizards of Dardanus crowded the gallery as Selene, in her final year, knelt inside her chalked circle and faced the triangle she had drawn beside it. She had spent an hour on the two of them, checking every line. Now she spoke the evocation. For a minute nothing happened. Then a puff of sulphur, and in the triangle crouched an imp the size of a cat, leathery wings folded, glaring at her with yellow eyes. It spat. It tested the triangle's edge with one claw. Then, sullenly, it bowed its head to her and asked what she wanted.

A scene written for this archive, not from the book

Open (Command)

Range 100 ft.Save NoneSpell type Non-variable

At a spoken command, any unlocked door or chest within 100 ft. springs open, or any one lock, bar, latch or other fastening of any sort comes undone. Only one such mechanism is affected by each command. The spell is Non-variable, and no save applies.

The Meluhhan warehouse had been locked for the night, but the wizard Rohan needed to see what was inside the shipment from Acheron. He stood in the lane outside, well back from the watchman's lantern, pointed at the heavy wooden bar across the loading door and spoke one sharp word of command. The bar slid out of its brackets and clattered on the ground. The watchman spun around, stared at it, stared at the empty lane, and scratched his head. By the time he had put the bar back, Rohan was inside.

A scene written for this archive, not from the book

Sigil

Save NoneSpell type Non-variable

The caster uses their personal sigil, seal or emblem to ward an item, object or surface in one of two ways. As a Seal, it keeps any door, chest or lock it is marked on from opening, for good, unless it is dispelled or a counterspell breaks it. As Protection, anyone who touches the marked item takes 2 points of energy damage for each of the caster's levels, with no save; the caster may guard their own belongings this way, but can carry only 1 protected item on their person at a time.

The sigil may be scratched, carved, inked, painted or applied any other way, provided it can be plainly seen. A caster can never be hurt or blocked by their own sigils.

Nikias, an astrologer at the Observatory at Klymeus, had spent eleven years on his star charts, and he did not intend to lose them to a rival. He painted his personal sigil, a crescent crossed by three stars, on the lid of the cedar chest where they were kept. That night a hired thief crept into the observatory and put his hand on the lid. There was a crack and a blue flash, and the thief was flung across the room, his fingers smoking. Nikias, arriving in his nightshirt, opened the chest without a spark.

A scene written for this archive, not from the book

Spell of Constraint

Range 100 ft.Save SpecialSpell type Variable, only as specified

The caster binds a summoned creature or being to carry out one particular service. Creatures of lower level or fewer hit points than the caster are always bound, while stronger ones get a save vs Will. The spell can also be turned on a creature summoned by someone else, but only to release it from its bond, not to set it against its summoner; a creature freed this way goes straight back to its home plane. Range is 100 ft.

A rival had evoked a jinn to wreck the wizard Samira's tower above Kuru, and it was halfway through the roof when she came running up the stairs. She did not try to fight it. She pointed at the thing, a towering figure of smoke and flame, and spoke the words of constraint. It fought her; she felt it strain against the spell like a bull against a rope. Then something snapped. The jinn let out a great sigh of relief, bowed to her with genuine gratitude, and vanished back to wherever it had come from.

A scene written for this archive, not from the book

Spellbind

Range 100 ft.Duration 1 minute per level of abilitySave vs WillSpell type Variable, as stated

One person or creature within 100 ft. has to save vs Will; failure leaves it immobilized, silenced, or both; the caster decides which before casting. The binding lasts 1 minute for each level of ability, so the spell is Variable as described.

In the great hall of Avalon, the enemy's herald had begun to read out a declaration of war before the entire court. The wizard Merrick lifted two fingers and spoke. The herald's voice stopped. His mouth went on moving, working, straining, but not a sound came out, and his face turned from pale to red to purple. The court began to titter. Merrick lowered his hand and bowed to the throne. They would have perhaps five minutes, he murmured, in which to decide what to do about this war before the herald could finish reading.

A scene written for this archive, not from the book

Word of Power

Range 100 ft.Save vs Dexterity, for 1/2 damageSpell type Variable; each level adds 1-4 damage

The caster points at a creature or object within 100 ft. and speaks a Word of Power in a commanding voice, which strikes for 1-4 damage in the form of fire, cold or electricity, as the caster chooses. The target must be clearly visible to the caster. Each level of ability adds another 1-4 points, and a save vs Dexterity halves the damage.

The rock troll came out of the side tunnel below Ironhold with a club of raw stone, and the dwarven sentries fell back behind their human ally. The wizard Aldous raised his hand, pointed and spoke a single word of power in a voice like a slammed door. Fire leapt from nothing and struck the troll full in the chest. It had twisted aside at the last instant and caught only part of the blast, but its hide smoked and blistered and it bellowed in fury. Aldous spoke again. This time, it did not twist aside.

A scene written for this archive, not from the book

IISpells of the second level

Aura of Deception

Duration 1 hour per level of abilitySave NoneSpell type Variable, as stated

The caster changes either their looks or their apparent alignment. In the first case face, hair and build can be greatly altered, though race (human, elf, dwarf and so on) stays the same. In the second, the caster's aura is disguised to fool Read Aura or Detect Good/Evil. The caster cannot have both versions running on themselves at once. The effect lasts 1 hour for each level of ability.

The Society of Magical Arts and Sciences in Tang admitted only Khitans, and the Atlantean wizard Cassia badly wanted a look at its library. So she spoke the spell before the mirror in her inn room and watched her face change. Her nose narrowed, her eyes changed shape, her hair darkened to black and her build thickened, until a stranger stared back at her, an ordinary Khitan scholar in middle age. Only her race stayed the same, and that was human enough. Nobody looked twice. She spent the whole afternoon among the scrolls.

A scene written for this archive, not from the book

Countermand

Range 100 ft.Save Special (caster saves vs Will)Spell type Non-variable

The caster tries to take over a person or creature already controlled by another caster's magic, such as Charm, Hypnosis, Control, Spellbind or Command. The caster must save vs Will; on a success, the first caster's hold is stolen and passes to the new one. It does not work on summoned creatures of any kind, and it cannot change the nature of the original influence, only who wields it. Range is 100 ft.

The Sheban nobleman's bodyguard had been charmed, and everybody knew it: the man's eyes had that glassy, devoted look, and he never left his master's side. The wizard Kaveh, who had come to arrest the nobleman, did not argue with the bodyguard. He met the man's eyes, spoke the countermand under his breath and fought for him against the noble's own magic, until he felt the other caster's grip give way. The bodyguard blinked, and the devotion in his eyes turned toward Kaveh instead. Then, at Kaveh's nod, he took his old master by the arm.

A scene written for this archive, not from the book

Forget (Command)

Duration Permanent until countered or dispelledSave vs IntelligenceSpell type Non-variable

The caster orders one person or creature to forget a single incident, fact or similar thing it knows or has just learned. The target resists with a save vs Intelligence. The memory stays lost permanently unless the command is countered or dispelled. The spell is Non-variable.

The landlady of The Silver Pentacle came in with the wine just as the wizard Hesper was turning the pages of the stolen grimoire, and her eyes went straight to its black binding. Hesper closed it, smiled, and spoke one quiet word of command. The landlady's face went blank for a moment. She set down the wine, looked around the room as though she had forgotten why she came in, and then remembered: the wine, of course. She poured him a cup, chatted about the weather, and never remembered the grimoire.

A scene written for this archive, not from the book

Ritual Magic

Save NoneSpell type Variable, as stated

Through about ten minutes of ritual preparation, the caster improves their chance of success at one skill or operation by +1, or +5% where percentages apply, for every two levels of ability. The bonus applies to a single skill or operation per ritual. No save applies.

The First Age inscription in the vaults of the Atlantis Historical Society had defeated three scholars already. The wizard Andros did not simply sit down and start. He lit incense, washed his hands, laid out his pens in a particular order, and chanted under his breath for ten minutes while the curator tapped his foot. Then he began to translate. His mind felt keen and steady, the odd glyphs a little easier to tease apart than they had any right to be. By evening he had most of the text, and the curator had stopped tapping his foot.

A scene written for this archive, not from the book

Sleep (Command)

Range 100 ft.Duration 1 hourSave vs WillSpell type Variable, as stated

The caster commands up to one person for each level of ability, within 100 ft., to drop into a deep magical sleep. Each victim may save vs Will to resist. The sleep lasts 1 hour, and nothing short of magic can wake the sleepers before then.

Twenty sentries and twenty archers guarded the Bridge Tower Gate on the Middle Ring of Atlantis, and the wizard Phaidon only needed to get past the six on the bridge itself. He walked up to them at midnight and spoke one soft word. Five of them sagged against the parapet, then slid down it, snoring. The sixth yawned hugely, shook his head, and reached for the bell rope. Phaidon had not expected that. He hit the man with his staff, then stepped over the five sleepers, who would not stir for an hour.

A scene written for this archive, not from the book

Word of Healing

Range TouchSave NoneSpell type Non-variable

The caster touches one person or creature while speaking the word aloud, healing 1 point of damage for each level of ability. Both the touch and the spoken word are needed for the healing to occur. The spell is Non-variable, and there is no save.

On the volcanic slopes of Yalak, the goatherd's son had cut his hand open on an obsidian flake. His mother carried him to the old wizard in the hut above the village, whose people had been led to this peninsula, long ago, by the First Sages of Atlantis. The old man took the boy's small hand in his wrinkled ones, spoke one word, low and resonant, and the gash sealed shut before the boy's eyes. It left a thin pink line, nothing more. The boy stopped crying, stared at it, and asked whether he could learn to do that.

A scene written for this archive, not from the book

Word of Warning

Duration Indefinite until triggeredSave NoneSpell type Non-variable

The caster sets an invisible magical ward on an object, device or area. When anyone touches or trespasses on it, the ward alerts the caster that an intruder has arrived, however far away the caster may be, though it gives no details about who or what the intruder is. Intruders are unlikely to notice it unless they cast Detect Magic on the spot. It lasts indefinitely but vanishes as soon as it is triggered.

Before she left Findias for a year of study in Khitai, the wizard Irene laid a ward on the door of her tower: an invisible knot of magic that would tell her, wherever she was, if anyone touched it. Eight months later, in an inn in Tang, she sat bolt upright in the middle of the night. Someone had just touched her door, half a world away. She did not know who. The ward told her nothing more, and it was gone now, spent. She lay awake until dawn, wondering.

A scene written for this archive, not from the book

IIISpells of the third level

Answer (Command)

Range Hearing rangeSave vs WillSpell type Non-variable

The caster commands one creature or being to answer a single question truthfully. The target has to reply, but on a successful save vs Will may lie, and the caster will know it resisted and is lying. The question must be put in a language the target understands, and the caster must be within earshot. A true name cannot be learned with this spell.

The Netherman mercenary had been captured spying outside Chu Tang, and he spat on the floor when the wizard Kang came into the cell. Kang put his question in the man's own tongue, demanding the name of whoever had hired him. The command settled on him like a weight. He strained against it, face twisted, and then answered that he had been hired by a Sheban merchant. Kang smiled. The prisoner had fought off the command and lied, and the wizard knew it as surely as if the lie were printed on his face. There would have to be other methods.

A scene written for this archive, not from the book

Aura of Protection

Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated

An invisible aura of magical energy surrounds the caster and soaks up half the damage from any kind of attack, whatever its source. It lasts 1 minute for each level of ability, so the spell is Variable as described, and there is no save.

The manticore came down on the wizard out of the Daraka rocks, lashing its tail and sending a storm of spikes at him. Sabah had already spoken the word. The spikes struck him and hurt, some of them badly, but a shimmer of force around him swallowed half of every blow. When the beast pounced, its claws tore through his cloak and into his arm, and still the wound was only half of what it should have been. He staggered, kept his feet, and began to chant the next spell. He had only a few minutes of protection left.

A scene written for this archive, not from the book

Divination

Duration 1 minuteSave NoneSpell type Non-variable

Any mirror, pool of water or reflective surface becomes a scrying device. Gazing into it, the caster can view any person, object or place they wish and learn three things: which direction the subject lies in, roughly how far away it is, and what its general surroundings are, such as a forest or a castle. The view is only a quick glimpse, lasting 1 minute, and spells or devices that block scrying also defeat this spell.

Her son had been snatched from the docks of Cardigiawn three days ago, and the wizard Olwen had not slept since. She knelt before the rain barrel in her yard and stared into the water, speaking his name. The surface stilled. For one minute she saw him: asleep in a ship's hold, among barrels, rocking. Southeast, she knew, a long way, perhaps two hundred miles. Open sea all around. Then the water trembled and the picture was gone. She stood up, soaked to the elbows, and went down to the harbor to hire a ship.

A scene written for this archive, not from the book

Free Action

Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated

An invisible aura of magical energy wraps the caster, making them immune to every sort of command, slowing or entangling spell, and letting them move normally through mud and quagmires and while underwater. It lasts 1 minute for each level of ability, and there is no save.

The wizard Kallisto's rival had sworn she would never reach the sunken coffer in Tartessos harbor, and when she dived for it, he flung a command after her from the quay: Stop. It slid off her like water off a seal. She kept swimming, down through the green gloom, moving through the harbor water as freely as she walked on land, and hauled the coffer out of the mud with both hands. When she surfaced, her rival was still standing on the quay, open-mouthed. She threw a handful of harbor mud at him.

A scene written for this archive, not from the book

Sphere of Influence

Area 20 ft. radiusSave vs WillSpell type Non-variable

The caster gives off a 20 ft. radius sphere of influence. Everyone inside must save vs Will or respond in one of two ways. Friendliness makes them offer the caster help or advice on request. Contrariness makes them behave completely against their usual nature: vicious creatures turn docile or the reverse, lawful folk act chaotically, and loyal guards or officials take bribes.

The Amazon guards at the gate of Chersonopolis were famous throughout Hesperia for being incorruptible, and the wizard Stavros, as a man, had no business there at all. He walked up to them anyway, surrounded by his spell. The guard captain frowned at him. Then her frown turned to a curious, crooked smile, and she held out her hand for his bribe, and so did her sergeant, and the three spearwomen behind them. They waved him through. Once he was out of sight, they looked at the gold in their palms in horror.

A scene written for this archive, not from the book

Stop (Command)

Range 100 ft.Duration 10 minutes, +10 per levelSave vs WillSpell type Variable; each level adds 10 minutes

The caster orders one creature or being within 100 ft. to stop one particular action. On a successful save vs Will, the target must still break off its current activity for 1 round but is then free. On a failure it must give up the action it was performing when the spell was cast, though it may do anything else it likes. The command lasts 10 minutes, plus 10 more for each level of ability.

The executioner raised his axe over the bowed neck of the condemned man in the Public Square of Acheron. From the back of the crowd, the wizard Menna shouted one word of command: Stop. The executioner froze in mid-swing, the axe hovering above his head. He could lower it, turn around, shout, run; he could do anything else he liked. But he could not bring that blade down, not for a long while yet. The high priest of Heru rose from his chair, furious, and the crowd began to push toward the scaffold.

A scene written for this archive, not from the book

Word of Guard

Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated

For 1 minute for each level of ability, the caster is shielded against every form of magical control and influence, for example Charm, Hypnosis or Spellbind. No such magic can take hold while the protection lasts. There is no save.

The Naga priestess was beautiful and soft-spoken, and her hood swayed gently as she welcomed the envoy into her court in the depths of the Yallock. The wizard Talos, who had come as the envoy's protector, had already spoken the word of guard under his breath. When the priestess looked deep into his eyes and whispered, he felt the magic slide off his mind like rain off a roof. He smiled back politely. The envoy beside him, unguarded, had already begun to nod along with everything she said. Talos began to count the minutes.

A scene written for this archive, not from the book

IVSpells of the fourth level

Aura of Awareness

Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated

An invisible aura guards the caster against surveillance of all kinds. While it lasts, no one can spy on the caster unnoticed: the caster actually feels the watcher's gaze and can tell where the spy is, unless a scrying device is in use. It lasts 1 minute for each level of ability.

The East and West Markets of Tang are crowded at noon, and anyone could be watching. The wizard Juno had learned that the hard way, so before she stepped out among the spice stalls she spoke the word and wrapped herself in awareness. Halfway down the row of alchemists' shops she felt it: a prickle between her shoulder blades, as clear as a finger pressed there. She did not turn. She knew exactly where it came from, the upper balcony of the teahouse on her left. She bought a bag of ginger and strolled on, planning.

A scene written for this archive, not from the book

Aura of Silence

Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated

An invisible aura lets the caster move without a sound across any terrain or area. While wrapped in it, the caster cannot speak or cast spells that need spoken words. It lasts 1 minute for each level of ability, and no save applies.

The Fomorian longhouse was full of sleeping giants, snoring like surf, and the slave pen was at the far end. The wizard Branoc spoke his last word for a while and drew the silence around him. Then he walked the length of the hall. His boots made no sound on the rushes; his sword did not clink; even his breathing was gone. Once a giant stirred and opened one eye, stared straight through the gloom at nothing, and went back to sleep. At the pen, Branoc signaled to the captives with his hands. He could not speak a word.

A scene written for this archive, not from the book

Away (Command)

Range 100 ft.Save vs WillSpell type Non-variable

The caster orders one creature or being within 100 ft. to leave at once. On a successful save vs Will, the target must back away from the caster for 1 round and may then act freely. On a failure it must go immediately, traveling until it is out of the caster's sight, and cannot come near the caster for at least 1 hour. If the caster attacks the victim, the command is broken and the victim may act as it pleases.

The tax collector from the Joktan governor's office had been following the wizard Hazael around the market for an hour, waving a scroll and demanding arrears on a house Hazael had sold two years ago. At last Hazael turned, pointed and spoke a single word of command. The collector's mouth snapped shut. He turned on his heel and walked briskly off through the crowd, around the corner, and out of sight, without once looking back. He would not be able to come near Hazael again for an hour. It was the most peaceful hour of the wizard's week.

A scene written for this archive, not from the book

Lesser Evocation

Save SpecialSpell type Non-variable

The caster evokes a being of the lesser ranks: a lesser spirit, a lesser demon, or a lesser devil. The process, and the special save involved, follow the Summoning Rituals rules. The spell is Non-variable; it is the 4th level member of the High Magic evocations, above Minor Evocation.

On one of the empty Isles of Zora, the hermit wizard Asenath had spent a full hour inscribing her circle and triangle on the floor of a ruined shrine, burning a costly offering of myrrh and saffron. Now she spoke the evocation. The air in the triangle thickened and turned red, and within minutes it held a lesser demon, a hunched, goat-faced brute with a butcher's grin. It snarled, lunged and struck the edge of the triangle as though it were a wall. Asenath waited. It tried twice more. Then it knelt.

A scene written for this archive, not from the book

Magic Resistance

Range TouchDuration 1 minute per level of abilitySave NoneSpell type Variable, as stated

The caster touches one object, person or creature and cloaks it in an invisible aura that resists magic, granting an extra save against any kind of spell. The resistance is 5% for every 2 levels of ability, to a maximum of 50%, and lasts 1 minute for each level of ability.

The Vanir champion would face a Cimmerian warlock at dawn, in single combat, and he knew nothing about magic except that he hated it. The cabalist traveling with his clan laid her hand on his broad chest and spoke. He felt nothing. But when the duel began, and the warlock flung a spell of binding frost at him, it seemed to hesitate in the air, then splintered and fell away harmlessly. The champion did not understand what had happened. He did not stop to think about it. He simply charged.

A scene written for this archive, not from the book

Power Word: Hold

Duration 1 minute per level of abilityArea 20 ft. of casterSave vs WillSpell type Variable, as stated

The caster speaks the word, and every person or creature within 20 ft. must save vs Will or find themselves unable to move or speak. The hold lasts 1 minute for each level of ability, so the spell is Variable as described.

Five Scythian riders came down the narrow gully at the wizard Arkas, bows drawn, horses at a gallop, and they were almost on top of him when he spoke the word. The gully went still. Four horses and their riders stood locked in place like bronze statues, bows half drawn, mouths open on silent war cries. The fifth rider and his mount shook off the spell together and kept on coming. Arkas drew his sword. He had a few minutes before the other four could move again.

A scene written for this archive, not from the book

Sphere of Confusion

Duration 10 minutesArea 20 ft. radiusSave vs PerceptionSpell type Non-variable

The caster gives off a 20 ft. radius sphere of confusion. Anyone inside who fails a save vs Perception becomes completely disoriented, too muddled to do anything decisive, and wanders about aimlessly until the effect ends 10 minutes later. The spell is Non-variable.

At the harvest festival in Channu-Daro, a gang of thieves worked the crowd, and the wizard Anjali had watched them lift three purses. When they drew knives on her in a quiet corner behind the dancers, she spoke the word, and the sphere spread out around her like ripples in a pond. The four thieves stopped, turned around, and began to wander off in different directions, one into a sweetmeat stall, another in circles. The fifth, a sharp-eyed girl, stared at her friends in dismay and fled. The others would be muddled for ten minutes.

A scene written for this archive, not from the book

Word of Passage

Range 100 ft.Duration 10 minutesSave NoneSpell type Variable, as stated

The caster opens a gap as tall as 10 ft., 5 ft. across and reaching 10 ft. into any substance that is not alive, within 100 ft. It works on stone, earth and metal, and even on energy, water, fire and gases. The opening lasts 10 minutes, and there is no save.

No one knows who built the Pyramid of the Atlantydes, and no one has ever found its door. The wizard Phaedra stood before its sheer flank, spoke the word and watched the stone part before her like a curtain: a rectangular opening, taller than a man, running straight back into the dark. She lifted her lamp and stepped inside. Ten feet in, the passage ended in a smooth wall of the same pale stone, just as solid as the outside. She stared at it. The pyramid, it seemed, was very, very thick.

A scene written for this archive, not from the book

VSpells of the fifth level

Cursed Incantation of Power

Range 100 ft.Save vs Will (none if caster knows true name)Spell type Non-variable

The caster lays one of three curses on a single person or creature within 100 ft. Illness inflicts any sickness the caster chooses, which can be made fatal, though not until 7 days have passed. Transformation alters the victim's age, gender, appearance, size or species, but cannot turn them into a creature of higher level. Attribute Loss halves one of the victim's attributes, such as Strength or Intelligence.

The victim always gets a save vs Will to resist and cancel the curse, unless the caster knows their true name, in which case there is no save.

The Tharshi slave-trader had sold the wizard's sister to a mine, and Hamilcar had followed him across half of Tharshesh to the docks of Tartessos. He stepped out of the crowd, pointed a finger and spoke a curse of transformation. The trader's face lengthened, his ears grew long, his back bent and gray hair sprouted over his fine silks. A moment later there was a goat standing on the quay, bleating furiously in a pile of clothes. The crowd roared with laughter. Hamilcar picked up the halter from a nearby pen and led the goat away.

A scene written for this archive, not from the book

Inscription

Duration Indefinite until activated or counteredSave As per the inscribed spellSpell type Non-variableComponents Magical inks, paints or chalks

The caster writes any High Magic spell onto a solid, fairly smooth surface using magical inks, paints or chalks, a job of about 1 hour. Once finished it is charged, and anyone who tries to read or decode it sets off the spell and suffers the result. A passing glance does nothing, but close study of any kind triggers it, even if the viewer cannot read. It lasts until triggered or until counter-magic is used on it.

The wizard Evander kept his most dangerous book in a lacquered case in his house in Goldar, and on its lid he spent an hour painting a spell in magical inks, in long and elegant script. One day a burglar broke into the study, found the case and, unable to read, bent low to puzzle out the beautiful lettering anyway. He studied it for a moment, trying to make it out. Then his eyes closed, and he toppled sideways onto the rug, sound asleep. Evander, home within the hour, found him snoring peacefully beside the case.

A scene written for this archive, not from the book

Obey (Command)

Range Hearing rangeSave vs WillSpell type Non-variable

The caster commands one creature or being to carry out any single action or service. On a successful save vs Will, the target is confused and can do nothing for one round, then acts freely. On a failure it must obey at once. It cannot be ordered to kill or hurt itself, but can be made to do any fairly simple task. The order must be given in a language the victim understands, and the caster must be within earshot.

The Fomorian captain towered over the wizard on the deck of his slave ship, grinning through his beard. The wizard Brigid spoke to him in the giant's own coarse tongue, one command in a voice like cracking ice: Open the hold. The captain's grin faltered. He turned, walked stiffly to the hatch, and heaved it open with his own hands, and the daylight poured down on the chained captives below. He could not have been made to throw himself overboard. But opening a hatch was a simple enough task, and the magic made him do it.

A scene written for this archive, not from the book

Power Word: Stun

Duration 2-8 minutesArea 20 ft. of casterSave vs ConstitutionSpell type Non-variable

The caster speaks the word, and every person or creature within 20 ft. has to make a save vs Constitution; anyone who fails is left stunned for 2-8 minutes. The spell is Non-variable, so the stun's length does not depend on the caster's level.

The Leopard Men burst out of the jungle around the wizard Kojo with claws strapped to their hands and masks over their faces, six of them, snarling. He spoke the word. It struck the air like a thunderclap without sound, and five of the killers dropped where they stood, reeling, eyes rolling, unable to lift their claws. The sixth shook his head, staggered, and came on. Kojo met him with his staff. He had only a few minutes before the others shook off the stunning blow, and he meant to be gone by then.

A scene written for this archive, not from the book

Reveal

Range Sight rangeDuration 1 minuteSave NoneSpell type Non-variable

The caster learns one of three things. First, whether an object or creature is real or an illusion. Second, whether it is guarded by any magical ward or spell, and if so which one, such as Ward vs Fire, Protection from Evil or Aura of Spell Turning; amulets, talismans and other protective devices are not revealed. Third, the true nature of one person or creature, even if disguised or transformed: its race, alignment and rough level of ability, from low through average and high to very high.

Range is sight range and the spell lasts 1 minute. It can be combined with a scrying device or a Divination spell.

The new envoy from Sheba was charming, beautiful and dressed in the finest silks of Bersheba, and the wizard Ptolemy did not trust her at all. He spoke the word as she bowed before the King of Ophir in Khaffir, and looked at her again. What he saw was not what everyone else saw. She was no woman of Sheba. She was a Naga, cold-blooded and scaled beneath her disguise, of great power and deep evil. He looked away quickly, before she could see his face change, and went looking for the captain of the guard.

A scene written for this archive, not from the book

Sphere of Panic

Range 100 ft.Duration 1 hourArea 20 ft. radiusSave vs WillSpell type Non-variable

The caster gives off a 20 ft. radius sphere of terror, within 100 ft. Everyone inside must save vs Will or run from the caster in blind fear, doing whatever it takes to get away even if it will surely hurt or kill them, such as dashing through fire or jumping off walls or cliffs. It lasts 1 hour.

The Ska pirates swarmed over the rail of the Ku fishing boat, axes raised, and the wizard who had booked passage home that morning stood up from among the nets. He spoke the word. Terror swept across the deck like a wave. The pirates dropped their axes, screaming, and fled in every direction; three leapt straight over the side into the icy water rather than stay near him, and one ran up the mast and jumped from the top. Only their captain stood his ground, white-faced, on the deck of his own ship. He did not come any closer.

A scene written for this archive, not from the book

Sphere of Secrecy

Range 100 ft.Duration 1 hourArea 10 ft. radiusSave NoneSpell type Non-variable

The caster creates a 10 ft. radius sphere, within 100 ft., that no scrying or location spell can penetrate. Every attempt to find or watch anyone inside fails completely, whatever magic is used. It lasts 1 hour, and there is no save.

The Grey Council met in a cellar under a wine shop in Tartessos, around a single oil lamp. Before anyone spoke, the wizard Isidore cast the sphere over the table, and for the next hour no scrying mirror in the world could have found them. Across the city, a Tharshi magistrate's sorcerer bent over his bowl of water and whispered their names, and saw nothing at all but his own frowning reflection. He tried again, and again, with every spell he knew. Beneath the wine shop, the council talked on undisturbed.

A scene written for this archive, not from the book

Word of Transport

Range 10 ft.Save vs Will (unwilling only)Spell type Non-variable

The caster sends themselves or one other person, within 10 ft., to any place the caster knows, along with no more than that person's maximum encumbrance in extra gear. It cannot cross between dimensions. It can be used on someone unwilling, who may save vs Will to negate it, but it cannot deliver anyone to a place whose very nature would kill them instantly.

The assassin had been caught with a knife in the wizard's bedroom, and the wizard Sofia did not want the bother of a trial. She stood within arm's length of him and spoke the word. He fought it, face twisted, and lost. In a blink he was gone, dagger and boots and all, and he reappeared inside a locked cell at one of the military stations of Atlantis, a cell Sofia knew well from a regrettable night in her student days. The sergeant on duty found him the next morning.

A scene written for this archive, not from the book

VISpells of the sixth level

Aura of Spell Turning

Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated

An invisible aura of magical energy surrounds the caster and throws any curse, influence or attack spell aimed directly at them back toward whoever cast it. It gives no protection against area spells such as mists or clouds, nor against spells cast from magic items or devices. It lasts 1 minute for each level of ability.

The necromancer rose from his table at the back of The Black Skull and pointed a bony finger at the wizard Ramses, spitting a curse of withering. It struck the air around Ramses, rang like a struck bell, and rebounded. The necromancer shrieked as his own curse took him, his hand shriveling to a claw. Snarling, he pulled a black wand from his sleeve and flung a bolt of fire. This time the aura did nothing at all; spells from wands are not turned. Ramses dived behind the bar, smoking, and swore.

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Geas

Save NoneSpell type Non-variable

The caster lays a quest on one human or humanoid (not undead, demons, devils, outer-plane beings and the like). The quest must be explained clearly in a language the target understands, or the spell fails; if that is done, it always works, and a target who let the caster explain the quest gets no save. Anyone who refuses the geas sickens and dies within 7 days. Nothing can counter or dispel it except successfully completing the quest.

The thief had stolen a small orichalc idol from the Atlantis Historical Society and sold it to a Makara trader from the sunken city of Attla. The wizard Kleio had him dragged before her, and she told him, clearly, slowly, in plain Atlantean, exactly what he would do: go to Attla, find the idol, and bring it back. The thief laughed and said no. By the third day, the fever had set in. By the fifth, he could not stand. On the sixth day, barely able to lift his head, he begged for a boat. The geas would not let go of him until the idol was home.

A scene written for this archive, not from the book

Greater Evocation

Save SpecialSpell type Non-variable

The caster evokes a being of the greater ranks: a greater spirit, a greater demon, or a greater devil. The process, and the special save involved, are handled under the Summoning Rituals rules. The spell is Non-variable; it is the 6th level member of the High Magic evocations, above Lesser Evocation.

In the Wilderness of Zin, on a night without a moon, the wizard Azariel stood inside his circle while a greater devil took shape in the triangle before him. It towered over him, bronze-skinned and horned, flames licking at its feet, and looked down at him with an expression of vast contempt. It spoke his name, softly, and he felt its will push against the circle. He held firm and spoke the evocation again. It resisted him once, twice. On the third time, it bowed its great horned head. It would serve.

A scene written for this archive, not from the book

Power Word: Blind

Duration 1 minute per level of abilityArea 20 ft. of casterSave vs ConstitutionSpell type Variable, as stated

The caster speaks the word, and every individual within 20 ft. must save vs Constitution or lose their sight for a time. The blindness is temporary, lasting 1 minute for each level of ability, so the spell is Variable as described.

The Kazak horsemen had ridden down from the Himvati plateau and surrounded the wizard Tenzin, lances lowered, laughing, pressing in close to finish him. He spoke the word. The riders nearest him cried out and clutched at their faces; their eyes had gone white and sightless. Horses reared and collided. Two of the Kazaks still blinked and saw, shouting to their comrades in confusion. Tenzin walked away between the blind men, leading his pony, while his remaining foes shouted after him. Their friends would see again, in a few minutes.

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Sphere of Delusion

Duration 1 hourArea 20 ft. radiusSave vs Will (second save vs Will vs lethal delusions)Spell type Non-variable

The caster gives off a 20 ft. radius sphere. Anyone inside who fails a save vs Will falls under the caster's mental sway and believes whatever the caster says, such as that they have become mice, been buried alive, or tumbled into a bottomless pit. Victims accept the described reality and act on it.

If the caster describes something that would surely kill them if it were real, each victim needs a second save vs Will, and failing it means real death; success on that save breaks the spell at once. Otherwise victims cannot be hurt by their imagined reality unless they do something harmful because of it, such as drinking poison or leaping from a cliff. Attacking a victim or casting more magic on them ends the delusion immediately. It lasts 1 hour.

The bandits who haunted the First Age ruins on Ogylus had caught the wizard Nikandros, and now they stood around him in a ring, knives drawn, enjoying themselves. He smiled at them and said, calmly, that they were all mice. There was a pause. Then, one after another, the bandits dropped their knives, went down on all fours and scurried squeaking into the cracks between the stones, trembling and sniffing. One remained upright, gaping at his friends. Nikandros hit him with a rock. The others would be mice for an hour.

A scene written for this archive, not from the book

Talisman

Save NoneSpell type Non-variable

The caster fashions a coin-shaped medallion from 1 oz. of metal that can store a spell for later. The metal depends on the spell's level: copper for level 1-2, silver for level 3-4, and gold for level 5-7. The medallion is then inscribed with a single High Magic spell, which takes 1 full day in all, after which it is charged. To use it, the owner holds it and speaks one word.

A talisman keeps its charge indefinitely but must be recharged after every use, which takes 1 full hour. A caster may own any number but carry no more than 3 at once. Talismans do not count against the limit on magic items a character may carry.

At the State Astrological Observatory in Tang, the astrologer Master Lu spent a full day at his workbench inscribing a spell of sleep on a disk of copper no larger than a coin. His apprentices brought him tea and were sent away. At sunset the talisman glowed once and went dark, charged. Months later, on the road to Chu Tang, bandits surrounded his litter. Master Lu held up the talisman and spoke one word. Four of the five bandits dropped in a snoring heap, and the fifth fled. That evening at the inn, it took him an hour to recharge it.

A scene written for this archive, not from the book

Word of Destruction

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

The caster obliterates up to 10x10x10 ft. of non-living matter within 100 ft., reducing it all to dust; magic items of any kind get a saving throw. The spell can instead be used to disperse any energy field or magical barrier. It is Non-variable.

The Sheban corsair galley was bearing down on the little Atlantean merchant ship, its bronze-shod ram gleaming in the sun. The wizard Callias, standing in the bows, pointed at the galley's prow and spoke. The ram, the stempost and a good piece of the forward hull crumbled into dust and blew away on the wind. The galley's bow dipped, took water and slewed sideways, oars tangling, crew shouting. The merchant ship sailed past, close enough to see the corsair captain's face. Callias waved to him.

A scene written for this archive, not from the book

Word of Summoning

Range Indefinite (no inter-dimensional use)Save NoneSpell type Non-variable

The caster instantly calls into their hands an object or device of no more than 10 lbs. that they own or have otherwise acquired. It cannot snatch items in someone else's possession. Range is unlimited, but the spell cannot reach across dimensions.

The wizard Cyril was three weeks into a voyage to Khitai when he realized he had left his spellbook on his desk in Gorias, beside the lamp. His companions groaned. Cyril closed his eyes, pictured the book, its cracked green leather and the stain on the corner, and spoke the word. The book was in his hands at once, slightly warm from the lamp, a bookmark still between the pages where he had left it. His companions stared. He opened it and went back to reading as if nothing had happened.

A scene written for this archive, not from the book

VIISpells of the seventh level

Aura of Spell Failure

Duration Permanent or until dispelledArea Maximum 10x10x10 ft.Save NoneSpell type Non-variable

The caster lays a potent anti-magic aura on a non-living object, device or area, making it immune to one chosen spell. An item might be protected against Object Reading, or a door or lock made so that Open (Command) and similar spells always fail on it.

Because it is anti-magic, Detect Magic cannot find it, though Spell Analysis always will. It covers at most 10x10x10 ft., and only one such aura can be placed on a given object, device or area; larger areas can be protected against a spell by casting several auras one after another. It is permanent unless dispelled.

The treasury of the Queen of Sheba had a door of solid bronze, and the court wizard had laid on it the one aura that thieves feared most. A wizard-thief from Tartessos, hired to rob it, walked up to the door at midnight and spoke the command to open. Nothing happened. He spoke it again, louder. Nothing. He cast Detect Magic and found nothing to account for it; the door was simply bronze. He was still standing in front of it, baffled and furious, when the Queen's guards arrived.

A scene written for this archive, not from the book

Gesture of Power

Range 100 ft.Save Only as statedSpell type Variable, only as statedComponents No verbal components

The caster makes one of six silent hand gestures, each effective to 100 ft. Beckon (left hand raised, fingers clutching) forces the target to come to the caster unless it saves vs Will, rolled each round, for 1 minute for each level of ability. Burn (left hand raised, fingers in the horn sign) wraps the target in magical flame for 1-6 points of damage per minute with no save, again for 1 minute a level; non-magical combustibles it carries are damaged too, and only magic can put the fire out.

Protection From Evil (right hand raised in the horn sign) stops one demon, devil or undead from attacking the caster, and only the caster, for 10 minutes. Gate (both hands held high and spread apart) opens a 10 ft. gate from the current plane to any other plane or dimension for 10 minutes or until dispelled. Hold (left hand clenched) pins one individual, or an object up to 10x10x10 ft., in place for 1 minute a level; a save vs Will allows movement at half speed.

Death (left hand raised, index finger aimed at the victim) affects one target, who must save vs Will or fall unconscious and die; even on a success the victim loses half its remaining hit points. None of the gestures needs spoken words.

The jailers of the Citadel of Tok had gagged the wizard Morwenna, so she could not speak a spell. They had forgotten to bind her hands. When the chief jailer leaned down to leer at her through the bars, she clenched her left fist. He froze where he stood, stiff as a post, still leering. He strained, face reddening, and could not move at all. Morwenna reached through the bars, took the keys from his belt, unlocked the door, and walked out, her fist still clenched.

A scene written for this archive, not from the book

Power Word: Kill

Area 20 ft. of casterSave vs WillSpell type Non-variable

The caster speaks the word, and every person or creature within 20 ft. has to save vs Will or die on the spot. Anyone of a higher level of ability than the caster is immune, and those who make the save take no harm at all. The spell is Non-variable.

On the Isle of Demons, the Hantu came swarming out of the sulphur mist at the wizard Aurelian, a dozen of them, clawed, scaled, winged, no two alike. He waited until they were almost on him, then spoke the word. Most of the Hantu dropped dead where they stood, some mid-leap. Two of the lesser ones fought off the word and kept coming, and one great horned brute, older and stronger than Aurelian himself, never even felt it and strode forward. Aurelian drew his sword and backed toward the boats.

A scene written for this archive, not from the book

Spell of Eternal Confinement

Save vs Will; 3 successive saves to escapeSpell type Non-variableComponents Brass lamp or vessel costing at least 1,000 gold pieces

The caster can trap an undead spirit, demon or devil (but not an arch demon or arch devil) inside a brass vessel. First a brass lamp or other finely made vessel costing at least 1,000 gold pieces must be acquired, and the caster must spend 1 full week preparing it by inscribing the true name of the entity to be imprisoned. The caster then confronts the being, produces the vessel and states their purpose. Facing capture, the creature always offers a service in return for the vessel; the caster may accept, take its oath and give the vessel up, or cast the spell to imprison it.

If the creature makes 3 saves vs Will in a row, the vessel loses its power and the being leaves at once, cursing the caster and swearing future revenge. Failing even one save traps it inside. The caster can seal the vessel with a personal sigil and later open it to summon the prisoner and command it.

The captive must perform 3 services before it can go free, so it obeys at once, but it will always try to twist the wording and intent of each order, and it is freed after the third. A creature released from confinement stays the caster's sworn enemy for life. Anyone who finds a sealed brass vessel may also try to force the creature inside to serve them, if they have the nerve.

For a full week the wizard Esarhaddon had worked by lamplight, engraving the demon's true name around the belly of a brass lamp that had cost him a fortune. Now he faced the thing in the ruins of Melka Kontaurea and held up the lamp. The demon saw it and understood. It offered him a service: gold, secrets, the death of an enemy. He refused and spoke the spell. It fought, and fought again, and failed on the third attempt, and was sucked into the lamp with a shriek. He sealed it with his sigil.

A scene written for this archive, not from the book

Sphere of Control

Duration 24 hours, then new saveArea 20 ft. radiusSave vs WillSpell type Non-variable

The caster gives off a 20 ft. radius sphere, and everyone inside must save vs Will or come under the caster's control, as with a Charm or Hypnosis spell. The control lasts 24 hours, after which victims get another save vs Will to break free.

The palace guards of Veddashud came through the doors of the Caliph's council chamber with drawn swords, and the wizard Arjun, who had been waiting for them, spread his arms. Every guard within the sphere around him faltered, then lowered his sword and looked to him for orders. He gave them. By morning they had arrested the vizier who sent them. By the following evening, one guard shook his head, blinked, and remembered who he was. Arjun had expected that. He had already arranged for the guards to be sent home.

A scene written for this archive, not from the book

Superior Evocation

Save SpecialSpell type Non-variable

The caster summons a spirit of the very highest order, or else an arch demon or arch devil. The procedure and the special save involved follow the Summoning Rituals rules. The spell is Non-variable and is the 7th level member of the High Magic evocations, above Greater Evocation.

The old wizard of Maninoa had waited forty years for this night. Inside his circle, with his inhuman servants kneeling in the shadows, he spoke the last and greatest of the evocations. The triangle filled with a sound like a great wind. Then there was a figure in it, robed like a scholar, with a voice like a chorus of trumpets: Paimon, the arch devil of spells, who can teach any spell in minutes. It regarded the wizard with calm curiosity. There was one spell the old man had hunted all his life. His hands were shaking. He began to bargain.

A scene written for this archive, not from the book

Symbol of Power

Save Special, as per the symbolSpell type Non-variable

The caster inscribes any one of the Symbols of Power, whose individual effects are described in the section on Symbols. What save applies, if any, depends on which symbol is drawn. The spell itself is Non-variable and belongs to the highest level of High Magic.

The wizard Aspasia sealed her vault beneath Gorias with no lock at all. She traced a single symbol in the air above the archway with the tip of her staff, an inverted triangle with a single line inside it, and watched it hang there, glowing faintly. Three nights later, a band of treasure hunters crept down the stairs with their lanterns and looked up. The first saw the symbol and screamed, dropped his lantern and ran in blind terror, straight past his friends and out into the night. Two of the others followed him.

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Truename

Save vs WillSpell type Non-variable

One person or creature of lower ability than the caster has to save vs Will or give up its true name. Because a true name opens the way to many devious magics, the victim afterward regards the caster as a sworn enemy and tries to kill them as soon as it can.

The imp had served its summoner for twenty years, and now it served the wizard Lysippos, who wanted something more. He cornered it in a chalk circle in his workshop and spoke the spell, and the imp writhed, twisted, clawed at its own mouth, and at last hissed out a long name of broken syllables. Lysippos wrote it down with care. The imp looked at him with pure, eternal hatred. He knew perfectly well that it would try to kill him the first chance it had. He also knew that, with its name written in his book, he held its leash.

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Word of Exile

Range 100 ft.Save vs Will, unless victim is lower level/fewer hit points or caster knows true nameSpell type Non-variable

The caster banishes one person or creature within 100 ft. to any place or plane of existence, but must know the victim's given name for it to work. The victim gets a save vs Will unless it is lower in level, or has fewer hit points, than the caster, or the caster knows its true name. Nobody can be exiled to a place whose very nature would kill them instantly.

The Jotun raider had terrorized the Aesir of Gava for a winter, and the wizard Signe had learned his name from a captured thrall: Grimnar, son of Hild. She found him at the river ford, roaring, a great blue-skinned giant with an axe like a millwheel. She pointed at him and spoke his name and the word of exile together. He fought the spell with all his giant's will and lost. He vanished, axe and all, and reappeared somewhere in the far north, among the endless ice of the polar wastes, where he would be perfectly at home.

A scene written for this archive, not from the book

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