Atlantean Trilogy Archive
A robed sorcerer reaches toward glowing geometric sigils and orbiting brass armillary spheres above a workbench, whales passing outside.

The spellbook ofSorcery

An approach that treats magic as a science.

44 spells across seven levels of ability

Sorcery treats magic as a science. Its only full practitioners are sorcerers, dual-classed casters whose second field is Enchantment or Black Magic, though charlatans may dabble in its first level spells. Sorcerers are more interested in the theory and the natural laws behind spells than in ritual or faith. To them an illusion is nothing but bent light, levitation a localized weakening of gravity, and summoning a practical application of travel between dimensions. They regard witches, druids and, most of all, shamans as primitives, and many hold relaxed views on good and evil, hiring out their skills to whoever pays most.

The spell list resembles the notebook of a natural philosopher. For defense there are force shields, bands and spheres of force, energy fields and anti-magic shields; for attack, power bolts, sonic blasts, spontaneous combustion, light beams, negative energy and acid rain. Gravity may be slowed, altered or canceled, light varied or focused, and invisibility granted to one being or many. Analytical spells study structures, species, herbs and spells, and the restricted Alchemy series opens with quantitative analysis. Teleportation runs through the list, from shifting objects to teleportals, dimension traps, dimension tracks and the Sorcerer's Gate, and at its summit stand Alter Matter and Reverse Time.

ISpells of the first level

Detect Magic

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

The sorcerer's version of the familiar detection: for 1 minute the caster can see whether magic is present anywhere within 10 ft. of him. No save applies, and the reach and duration stay the same whatever his level.

In a back room off the illicit market of Tartessos, a dealer lays out nine daggers on a blanket and swears that every one of them is enchanted. The sorcerer Quintus does not argue. He steps close, murmurs a formula he learned as a boy, and for a minute the space around him is laid bare to his eye: the flicker of a lamp, the dust, the grain of the wood. Eight of the blades are plain steel. The ninth hums with a thin, steady light. Quintus picks it up and asks the dealer, very politely, for his real price.

A scene written for this archive, not from the book

Force Shield

Duration 1 minute per level of abilityArea 1 ft. radius domeSave NoneSpell type Variable

The caster wraps himself in a dome of energy 1 ft. out from his body. It does not hamper his movement or spell casting, and it soaks up 1 point of any kind of damage for every 2 levels of ability, taking that much off every attack for the whole duration of 1 minute per level. It guards him from every direction except straight below, so spells or attacks that strike from, or work through, the ground under his feet get past it.

Even a 1-point shield fends off biting and stinging insects and keeps him dry in bad weather, and magical mists and gases do not affect him. The drawback is that he cannot eat, drink or take hold of anything that was not already on his person when he cast the spell.

It is the rainy season on the coast of Oguanabara, and the jungle is one long wet roar of insects. The sorcerer Sextus walks through it perfectly dry, a faint shimmer of force a foot out from his skin. Mosquitoes bounce off it. Rain runs down it. When a hunter's arrow comes out of the trees it strikes him in the shoulder, but with far less force than it should. The only trouble comes at noon, when his guide offers him a gourd of water, and Sextus, parched, simply cannot take it.

A scene written for this archive, not from the book

Hypnosis

Range 100 ft.Duration 24 hoursSave vs Will for no effectSpell type Non-variable

The caster hypnotizes one creature and takes control of it. He needs a small, well-polished object such as a coin or medallion, and must hold the subject's attention for 2 or 3 seconds; range is 100 ft. A subject that fails its save vs Will obeys him for 24 hours, though it will not follow orders that go sharply against its beliefs or alignment.

The caster may also plant a post-hypnotic suggestion. So long as the 24 hours have not run out, the subject will carry out the command or instructions at exactly the time, or in exactly the circumstances, the caster laid down.

The clerk of the Alchemists' and Sorcerers' Guild in Atlantis is bored, and bored men watch things that glitter. The sorcerer Philon flips a polished silver medallion over his knuckles, once, twice, catching the lamplight, until the clerk's eyes follow it and stay. A few words, quietly spoken. The clerk nods, blinks, and goes back to his ledgers without remembering any of it. Tomorrow, when the noon bell rings, he will get up, walk to the archive, unlatch the door, and walk away again, all without knowing why.

A scene written for this archive, not from the book

Infra-Vision

Range 100 ft.Duration 10 minutes per level of abilitySave NoneSpell type Variable, as stated

The caster sees heat as infra-red images out to 100 ft. The sight works only in darkness and fails anywhere near a source of light. It lasts 10 minutes per level of ability.

The cave in the Rhiphaen Mountains is black as a sealed jar, but the sorcerer Eyvind is seeing it anyway, in a strange world of glowing shapes. The cold stone is dark. The bats on the ceiling are tiny sparks. And there, crouched behind a boulder thirty paces ahead, is a hot, man-shaped glow, waiting. Eyvind taps his companion's arm and points. Then the fool behind them strikes a torch, and all at once the glowing world vanishes, and Eyvind is blinking into plain orange light like everyone else.

A scene written for this archive, not from the book

Power Bolt

Range 100 ft.Save vs Dexterity, for 1/2 damage (except as noted)Spell type Variable, as stated

A handy general-purpose attack: the caster hurls a tightly focused bolt of magical energy up to 100 ft., striking any creature or object that is not ethereal for 1-4 bludgeoning damage per level of ability (save vs Dexterity for half). A strong enough bolt can smash doors and wooden barriers. An average 2' thick wooden door holds against 8 + 1-4 points, and heavier, reinforced and iron doors take two, three and four times as much.

The caster can instead declare before casting that he means to stun or to knock down. A stunning bolt rolls normal damage but only half of it is real, and a victim brought to zero hit points this way falls unconscious for 2-20 minutes. A knockdown bolt allows a save vs Dexterity. On a failure the victim takes no real damage but is thrown 1-10 ft. back and off his feet, needing a full minute to stand; a victim who succeeds takes no damage at all. Creatures of 400 lbs. or more cannot be knocked down.

Mikon's rival in the charlatan trade has locked himself in his lodgings above the Roadside Market, behind a door of good Atlantean oak, and refuses to return the borrowed money. Mikon, who knows exactly one spell of any real use, raises his hand and hurls it. There is a loud thump, a puff of dust and a smell of scorched wood. The door shivers in its frame and stays exactly where it is. From behind it comes a voice suggesting that Mikon try knocking next time. Mikon, rubbing his hand, considers the window.

A scene written for this archive, not from the book

Slow Gravity

Range 100 ft.Save NoneSpell type Variable: each level of ability affects an additional object or creature

The caster slows one falling creature or object of 400 lbs. or less to a gentle, floating glide. Whatever the spell protects takes no damage from the fall, provided the drop stays within the spell's 100 ft. range. Each level of ability lets him catch one more creature or object.

The rope bridge across the gorge in the Tarakan Mountains gives way with a sound like a whip crack, and four figures drop into empty air. The sorcerer Kiran, already safely on the far side, has seen this coming for some time; he calculated the load on the ropes the night before. He points, and points again, and again. His three companions and the pack mule slow as if falling through honey, and settle gently onto the riverbank below, the mule braying in outrage. Kiran begins the long climb down to join them.

A scene written for this archive, not from the book

Variable Light/Darkness

Range 100 ft.Duration 10 minutes per level of abilityArea Maximum 20 ft. radius circleSave NoneSpell type Non-variable

The caster fills a ray, a sphere or an area with either brilliant, gleaming light or darkness that nothing can see through. He can place it up to 100 ft. away, and it covers at most a circle 20 ft. in radius. It lasts 10 minutes per level of ability.

The archers on the harbor watchtower at Ampator have the smugglers' boat in plain sight, and the first arrows are already slapping into the water. The sorcerer Nysa, crouched in the stern, flings out one hand toward the top of the tower. A sphere of perfect blackness blooms there, swallowing the archers, their bows and the lantern hanging above them. Arrows keep coming for a moment, wild and blind, whistling off into the sea. Then there is only shouting. The rowers put their backs into it, and the boat slides away into the night.

A scene written for this archive, not from the book

Vertigo

Range 100 ft.Duration Up to 10 minutesSave vs Constitution, for no effectSpell type Non-variable

The caster makes one creature up to 100 ft. away badly dizzy for as long as 10 minutes, unless it saves vs Constitution. A victim who does not sit or lie down straight away has a 50% chance each minute of losing balance and falling over.

The old sorcerer Hermon has endured his rival's lecture at the Institute of Knowledge for forty minutes, and he has finally had enough. He folds his hands, says a few quiet words, and looks at the speaker. The rival pauses in mid-sentence, sways, grips the lectern and goes rather green. The hall begins to titter. He tries bravely to continue standing, staggers, and sits down very suddenly on the floor of the stage. Hermon rises, straightens his robe and offers to finish the lecture himself.

A scene written for this archive, not from the book

IISpells of the second level

Alter Gravity

Range 100 ft.Duration Maximum 1 hourSave vs Will, only as stated (living creatures)Spell type Non-variable

The caster changes the pull of gravity on a solid object or creature, doubling its weight or halving it. This can make a thrown or falling object hit harder or softer, or lighten or burden someone's load. He can affect 50 lbs. per level of ability at up to 100 ft., for no more than 1 hour. Living creatures may save vs Will to avoid it.

The crate of scrolls from the Tang University Complex needs to go up four flights of stairs to the sorcerer's study, and the porters have already refused twice. The sorcerer Qin Ren sighs, lays his palm on the lid, and says a few precise words about mass and attraction. The porters try again. To their astonishment the crate comes up off the floor as if half of it had been emptied, and they carry it up the stairs at a trot. Qin Ren follows behind, making notes on how long they have before it grows heavy again.

A scene written for this archive, not from the book

Bands of Force

Range 100 ft.Duration 10 minutesSave vs StrengthSpell type Non-variable

The caster sends spiralling bands of magical energy at one creature or being up to 100 ft. away, and they wrap around its body. On a failed save vs Strength the victim is bound and helpless for the spell's 10 minutes. Even a victim who saves needs a full minute to wriggle free, unless it weighs over 400 lbs. or has greater than maximum human strength.

The thief who picked the sorcerer's pocket on the Bridges of the Inner City of Atlantis gets thirty steps before he hears a sharp word behind him. Ribbons of shimmering blue energy spiral through the air, wrap around his arms and legs, and pull tight. He falls flat on his face in the middle of the bridge, trussed like a festival goose. He writhes and swears, but the bands do not give an inch. The sorcerer Ariston walks up at a leisurely pace, retrieves his purse, and leaves him there for the watch.

A scene written for this archive, not from the book

Globe of Illumination

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

The caster creates a glowing ball about 1 ft. across that sheds light over a 60 ft. radius. It can be carried along as a portable lamp or left in place as a fixed light. It lasts 1 hour per level of ability.

The cisterns under Mehedra have been sealed for a century, and the sorcerer Phoebe intends to map them properly. She cups her hands, murmurs a few words, and a ball of soft white light swells between her palms until it is the size of a melon. It lights up the great vaulted chamber around her, pillars and water and all, as bright as early morning. She sets it on a ledge by the entrance to mark her way out, makes another, and wades on into the dark with the second one floating above her shoulder.

A scene written for this archive, not from the book

Reflection

Duration 1 minute per level of abilityArea 1 ft. radius auraSave NoneSpell type Variable as stated

The caster wraps himself in an invisible magical aura 1 ft. out from his body. Any light-based spell, or any gaze weapon or gaze spell, directed at him bounces back on the one who used it. It lasts 1 minute per level of ability.

The basilisk in the Land of the Basilisks has turned half the expedition's porters into statues, and now it swings its terrible head toward the sorcerer Yaw. He is ready for it. He has already wrapped himself in an invisible aura, and he looks it straight in the eye. The deadly gaze strikes him and bounces back like light off a mirror. The basilisk jerks, stiffens and lets out a shriek like tearing metal, caught in its own glare. Yaw calmly takes notes. The survivors, huddled behind rocks, do not dare to look.

A scene written for this archive, not from the book

Spontaneous Combustion

Range 100 ft.Area Initially no more than 1 sq. ft.; doubles each minute it burnsSave NoneSpell type Non-variable

The caster sets any flammable material alight up to 100 ft. away. The fire starts no larger than 1 sq. ft., but it burns so fiercely that it doubles in size every minute. It keeps burning and spreading as long as there is fuel, or until someone puts it out. Setting green wood alight produces heavy smoke.

Stranded on a sandbar in the Isles of Ozar, the sorcerer Pelagia has watched three ships pass by without seeing them. When the fourth sail appears, she points at a green palm tree at the edge of the beach and speaks a single word. A small bright flame appears on the trunk, then the flame is the size of a shield, then it swallows the whole tree, and a thick column of white smoke rolls up into the sky. On the horizon, the ship begins to turn. Pelagia hopes the fire will burn out before it reaches the next tree.

A scene written for this archive, not from the book

Structural Analysis

Area 10x10x10 ft.Save NoneSpell type Non-variable

The caster finds the weakest point of any structure, material or device within a 10x10x10 ft. area. It can reveal unsafe passages, rotten or weakened beams, or the weakest link in a chain, and it can also tell how much weight something will bear before it collapses or breaks. It does not work on living things of any kind.

The Cimmerian chieftain has chained the captured sorcerer to a post in his stockade, and he thinks the chain is very strong. The sorcerer Oddvar agrees that most of it is. He sits quietly through the evening, studying the iron links around his wrists with half-closed eyes, until he knows exactly which one of them was badly forged, where the metal is thin, and how much strain it will bear. Just after midnight, he braces his feet against the post, pulls at precisely the right angle, and the flawed link snaps.

A scene written for this archive, not from the book

IIISpells of the third level

Confer Invisibility

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

By touch, the caster makes an object, area or device invisible, with a limit of 1 cubic ft. for each level of ability. The invisibility can also be given to living creatures or organisms of any sort. It lasts 10 minutes per level of ability.

The customs officers of Tharshesh are coming up the gangplank, and the merchant's strongbox of undeclared pearls is sitting in plain view on the deck. The sorcerer he has hired lays a hand on the box and speaks a few words, and the box vanishes, although the merchant can still feel it with his foot. The officers search the hold, the cabins and the rigging, and find nothing but rope and salt fish. They leave grumbling. The sorcerer holds out his palm, reminding the merchant that his fee was not to be declared either.

A scene written for this archive, not from the book

Disperse Energy

Save NoneSpell type Variable, as stated

The caster scatters any magical or elemental energy, up to 1-6 points for each level of ability. The spell is so quick to cast that it serves well as a counterspell against fireballs, lightning bolts, ice storms and the like. The cost is that the caster gives up any save he would normally get against the attack he is dispersing.

The enemy wizard on the deck of the Hesperian galley flings a fireball across the water, and it comes roaring straight at the sorcerer Galen. He does not dodge. He raises both hands and speaks a sharp, dry formula, and the fireball shudders, thins and comes apart in mid-air, most of it scattering into harmless sparks over the waves. What is left of it still reaches him, a hot gust that scorches his beard and blisters his hands. Galen swears. Next time, he decides, he will stand farther back.

A scene written for this archive, not from the book

Identify Herbs and Plants

Range 10 ft.Save NoneSpell type Non-variable

After watching a plant for at least 1 full minute from no more than 10 ft. away, the caster identifies it, whether herb, plant or tree. He learns general facts such as its uses, its powers, and its level if it has one.

The blue flower growing in the jungles of Pauk has never been described in any book the sorcerer Rana owns. She kneels a stride away from it and simply watches it for a full minute: the curl of the petals, the fine hairs on the leaves, the way the insects avoid it. Then the knowledge settles in her mind as neatly as a ledger entry. It is a sleep herb, very powerful, with a small magical virtue of its own. She wraps her hands in cloth before picking it, and begins to calculate what an alchemist will pay.

A scene written for this archive, not from the book

Mass Hypnosis

Range 100 ft.Duration 24 hours maximumSave vs WillSpell type Variable, as stated

Hypnosis extended to a group: the caster can hold as many individuals or creatures as their level, each affected as by the first level spell. Range is 100 ft., each subject saves vs Will, and the control lasts at most 24 hours.

Six pirates in the harbor tavern at Joktan have decided to rob the lone sorcerer at the corner table. He smiles at them, and a gold coin begins to spin slowly between his fingers, flashing in the firelight. One after another their eyes slide to it and stay there. All but one, who blinks, shakes his head and backs out of the door in a hurry. The other five stand swaying. The sorcerer Amon tells them, quite pleasantly, that they are going to row him to Sheba, and they nod.

A scene written for this archive, not from the book

Omni-Vision

Duration 10 minutesSave NoneSpell type Variable, as stated

The caster's sight widens to a full 360 degrees, letting him see in every direction at once for 10 minutes. The spell puts heavy strain on the optic nerves, so casting it more than once in an hour carries a 10% risk of permanent blindness.

The sorcerer Zhang Ling has been told that an assassin will try for him in the East and West Markets of Tang today, so he walks through the crowds seeing everything at once, before him, behind him, above and on either side, all together. It makes him slightly sick. He sees the pickpocket behind him and the knife hidden in a sleeve to his left, and steps neatly aside. When the spell fades after ten minutes he is sorely tempted to cast it again, but he remembers the blind old sorcerer who taught him, and does not.

A scene written for this archive, not from the book

Sounding

Range Maximum 100 ft. (depth)Area 10x10x10 ft.Save NoneSpell type Non-variable

The caster measures how deep or thick something is, whether a wall, a body of water, a bank of mist or anything else. In the right situation this uncovers secret doors, underground passages or hidden compartments. It covers a 10x10x10 ft. area and can sound to a range or depth of 100 ft.

The inner wall of the Pyramid of the Atlantydes looks like solid stone, but the sorcerer Henuttawy is not interested in looks. She lays her hands flat against the blocks and lets the spell sink into them, measuring. The stone is barely a foot thick. Behind it there is empty air, a long passage running down and away for at least eighty feet. She marks the spot with chalk, then moves along the wall a few paces and sounds it again, mapping the hidden corridor section by section before anyone lifts a pick.

A scene written for this archive, not from the book

IVSpells of the fourth level

Alchemy I (Quantitative Analysis)

Save NoneSpell type Non-variable

The caster identifies a single potion, elixir, powder, dust, gas or venom. It has to be in his possession when he casts the spell.

The little vial from a stall in the Sea Nymph Bazaar cost the young nobleman a month's allowance, and the stallholder swore it was the finest love potion in Atlantis. His friend, a sorcerer of some reputation, holds it up to the window, turns it once in his fingers and closes his eyes. A moment later he opens them and hands it back with a perfectly straight face. It is, he explains, a very ordinary purgative, of the kind given to constipated horses. The nobleman goes pale, then red, and marches back to the bazaar.

A scene written for this archive, not from the book

Force Sphere

Duration 24 hours, or until dispelled by the casterArea 10 ft. radius sphereSave NoneSpell type Non-variable

The caster raises an invisible sphere of energy 10 ft. in radius, a useful shelter from bad weather, insects, magical mists and gases, and small animals. It is not especially strong, but it stops ordinary missiles such as arrows, crossbow bolts and small or medium rocks, and keeps out creatures and objects of 100 lbs. or less. Heavier or stronger creatures can force their way through in 10-60 seconds, and projectiles over 100 lbs. punch straight through. It lasts 24 hours or until the caster dispels it.

Night falls hard on the steppes of Scythia, with sleet on the wind and wolves howling close by. The sorcerer Darya plants her staff in the frozen ground and raises an invisible bubble over the camp, twenty feet across. The sleet slides off it. The wolves come, circle, and throw themselves at it, and bounce off one after another, snarling. Then a great brown bear shoulders its way out of the dark and leans its whole weight against the sphere. It bulges, and slowly gives. Darya reaches for her next spell.

A scene written for this archive, not from the book

Magnetic Field

Range 100 ft.Duration 10 minutesArea 10x10x10 ft.Save vs Strength, as statedSpell type Variable: each level of ability adds 10 minutes of duration

The caster sets up a 10x10x10 ft. field of magnetism up to 100 ft. away, charged either positive or negative. A positive field pulls iron weapons, objects and devices hard toward its center. Anyone entering it in iron armor or with iron weapons or gear must save vs Strength or be dragged to the middle and held there until the spell ends, though they can get free by taking off the armor or letting go of the affected items.

A negative field does the opposite, pushing away iron objects, devices and anyone wearing iron armor; those who fail their save vs Strength cannot cross it for the duration, or until they rid themselves of the iron. The field lasts 10 minutes, plus another 10 minutes for each level of ability.

The column of Tharshesh heavy infantry marches up the road to Tarxian in bright iron mail, spears leveled, and the sorcerer on the hillside above them smiles. He draws a square in the air over the middle of the road and gives it a positive charge. The soldiers who reach it lurch sideways, their spears ripping out of their hands, and are dragged into a clanking, cursing pile in the center of the road. Two of them resist the pull and stagger back. Several more start frantically unbuckling their armor.

A scene written for this archive, not from the book

Sonic Blast

Range 100 ft.Area 20 ft. radiusSave vs Constitution, as statedSpell type Non-variable

The caster sets off a thunderous explosion of sound up to 100 ft. away. Every living creature within 20 ft. of the blast is stunned for 1-6 minutes on a failed save vs Constitution, and even those who save are deafened for 1 full minute. Ordinary glassware in the area has a 50% chance of shattering.

The brawl in the Gilded Dragon has become a riot, and the sorcerer Demos, who only came in for supper, has had enough. He points at the middle of the room and speaks a single hard word. The explosion of sound is so loud it seems to have weight. Half the brawlers drop where they stand, stunned and twitching. The others stagger around clutching their ears, deaf to everything. Behind the bar, every other wine jug and glass bottle has burst. The innkeeper, deaf too, mouths something that is probably about the bill.

A scene written for this archive, not from the book

Species Identification

Range 100 ft.Save NoneSpell type Non-variable

After watching an unfamiliar creature or being for at least 1 full minute from up to 100 ft. away, the caster learns general facts about its kind, such as its relative strength, habits and motives. Hard figures like damage per attack, level or hit points stay hidden, and its special abilities, though never its weaknesses, are revealed only half the time.

The creature picking its way through the copper hills of northern Ulloa is like nothing the expedition has seen: a bird-like thing whose feathers flash like beaten metal, pecking at the stones. The sorcerer Ixtli sits on a boulder and watches it closely for a full minute. Then she knows what kind of creature it is: shy, not aggressive, feeding on metal ore, and dangerous only when cornered. Something about its glowing wings nags at her, some ability she cannot quite grasp. She makes a note, and tells the men to leave it alone.

A scene written for this archive, not from the book

Spell Analysis

Range Within 1 ft.Duration 1 minuteArea Up to 10x10x10 ft. (or any object, device or creature)Save NoneSpell type Non-variable

The caster examines an area up to 10x10x10 ft., or any object, device or creature, to learn whether it is protected by or under the sway of any spell, curse or trap. The spell reveals the exact nature and strength of every enchantment found. It lasts 1 minute, and he has to stand no more than 1 ft. from whatever he is studying.

The silver necklace arrived at the merchant house in Tartessos with a letter of friendship from a rival family. The sorcerer they have hired to inspect it bends over the velvet box, his nose almost touching the silver, and studies it for a full minute. The enchantment he finds is exact and ugly: a slow curse of strangulation, strong enough to kill within the month, keyed to wake the first time the clasp is closed. He straightens up, wipes his hands on a cloth, and suggests politely that the family send it back.

A scene written for this archive, not from the book

VSpells of the fifth level

Alchemy II

Save NoneSpell type Non-variable

The caster enchants the ingredients needed to make a single potion, powder, gas or dust. An alchemist may still be needed to mix and finish the work, but the enchantment halves the time it takes to complete the substance.

The Alchemists' Guild of Acheron has an urgent order for a healing potion from the palace, and there is no time to brew it the usual way. The alchemist Nebet lays the ingredients out on the bench, the powdered root, the oil, the crushed blue beetles, and her partner, the sorcerer Rekhmire, passes his hands over them and murmurs a dense, careful formula. Nothing seems to happen. But when Nebet sets to work, the mixture takes and settles and clears in half the time it has ever taken before. The palace messenger does not wait long.

A scene written for this archive, not from the book

Aura of Non-Detection

Duration Until dispelledArea Up to 10x10x10 ft.Save NoneSpell type Non-variable

By touch, the caster cloaks an area of up to 10x10x10 ft., or an object or trap within it, in an aura that makes it immune to any one detection spell, such as Detect Magic, Detect Invisibility or Detect Good/Evil. True Sight has a 20% chance of failing against it, and Spell Analysis always finds it. The aura lasts until dispelled and cannot be placed on living creatures.

The smuggler captain in Saba has a secret compartment in his hold, and he knows the harbormaster's sorcerer will come aboard to search for magic. So he has hired a sorcerer of his own, who lays both hands on the hidden panel and wraps it in a quiet cloak. The next morning the harbormaster's sorcerer walks the whole length of the hold, frowning at everything, and finds nothing enchanted anywhere. He leaves. The smuggler relaxes. What neither of them knows is that a much better sorcerer is coming tomorrow.

A scene written for this archive, not from the book

Mass Invisibility

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

The caster makes a number of individuals, creatures or objects invisible at once, up to 1 per level of ability. The invisibility lasts 10 minutes per level of ability.

The jailbreak from the prison at Tartuk begins with the sorcerer Hadria touching seven of her rebels on the shoulder, one after another, in a dark alley. Each of them fades away as she touches them, until the alley is empty except for her. Then she vanishes too. For the next hour or more the prison guards will insist that the gates opened by themselves, that the keys floated off their hooks, and that somebody unseen stepped heavily on the sergeant's foot. Nine prisoners are also missing.

A scene written for this archive, not from the book

Negative Gravity

Range 100 ft.Area 10x10x10 ft.Save NoneSpell type Variable, as stated above

The caster cancels gravity in a 10x10x10 ft. area up to 100 ft. away, and everything inside, objects and creatures alike, floats as high as 20 ft. He then chooses what happens: they hover in place for at most 1 minute per level, crash to the ground taking normal falling damage, or drift gently back down.

The raiders have come ashore at the ferry landing on Llyn Llyon, six of them crowded together on the wooden jetty, laughing. The sorcerer Gethin, watching from the reeds, draws a square around them with one finger. Suddenly every one of them is floating, rising, arms windmilling, until they hang twenty feet up in the air above the jetty along with a lantern, a coil of rope and a very startled gull. Gethin considers his options for a moment. Then he lets them fall.

A scene written for this archive, not from the book

Object Teleportation

Save NoneSpell type Variable, as stated above

By touch, the caster teleports a non-living object of up to 10 lbs. per level of ability, as the Teleportation spell would. It cannot be used on anything a living being is wearing or carrying.

The bronze head of an ancient king, bought for a song at a stall in the Roadside Market, turns out to weigh as much as a well-fed child, and the sorcerer Aristeia has no intention of dragging it across Atlantis. She lays her hand on the cool bronze, pictures her workshop, the bench, the scrap of carpet by the window, and speaks the formula. The head vanishes with a soft pop of displaced air. When she gets home an hour later, it is sitting on the carpet, looking faintly annoyed.

A scene written for this archive, not from the book

Teleportal

Duration PermanentSave NoneSpell type Non-variable

The caster opens a permanent teleporting gate linking two points. Both ends must lie on the same plane, since the gate cannot cross between dimensions, and the caster has to go to each site in person and cast the spell at each entrance; each casting takes 1 hour. He may make the gate one-way if he wishes.

Once set up, the teleportal lets one person through each minute, and a traveler can carry no more than his normal encumbrance.

The Horizon Trade Enterprise wants its warehouse in Atlantis joined to its new counting house in Gadirea, and it has paid the sorcerer Pytheas handsomely to do it. He spends a long, dull hour in the Atlantean warehouse drawing his lines of force, then takes ship and spends another hour in Gadirea, at the other end. When he is finished, the first porter steps nervously through the empty doorway and comes out in Gadirea, blinking. A minute later the next follows him, then the next, one at a time, each carrying an ordinary load.

A scene written for this archive, not from the book

VISpells of the sixth level

Alchemy III

Save NoneSpell type Non-variable

The caster enchants the ingredients needed to create one golem, machina, living statue or homonculous. As a rule an alchemist is still required to finish the work, but the enchantment cuts the time spent preparing the ingredients in half.

In a foundry in Tharshesh, the sorcerer Belos and the alchemist Aras have been preparing the materials for a golem for weeks: river clay, iron filings, ground bone, strange salts. Tonight Belos walks slowly around the great heap, speaking the same long formula over and over, while Aras keeps the fires going. The clay begins to steam gently. The preparations, which Aras swore would take another month, will be ready in half the time. The finished golem is another matter, and the work still ahead of Aras is long.

A scene written for this archive, not from the book

Anti-Magic Shield

Duration 1 minute per level of abilityArea 1 ft. radius domeSave NoneSpell type Variable, as stated

The caster surrounds himself with a dome of anti-magical energy 1 ft. out from his body. Inside it no form of magic can touch him, but he cannot cast spells out through it either. It gives no protection against ordinary creatures, weapons or forces. It lasts 1 minute per level of ability.

The duel in the courtyard of the Society of Magical Arts and Sciences in Tang was supposed to be purely a matter of spells, and the sorcerer Guo Rui has prepared well. He surrounds himself with a faint gray haze, and his opponent's lightning splashes against it and fizzles away to nothing. So does the next spell, and the next. Guo Rui, unable to cast back through his own shield, waits smugly for his opponent to run out of magic. His opponent's large apprentice steps forward and punches him in the nose.

A scene written for this archive, not from the book

Beam of Light

Range 100 ft.Save vs Dexterity, as statedSpell type Non-variable

Using a crystal, the caster projects an intense, tightly focused beam of light up to 100 ft. Whoever it hits takes 6d8 points of energy damage, halved by a save vs Dexterity. A mirror, polished metal or any other reflective surface can send it back at the caster, and a target who tries this must make a save vs Dexterity. Mist, fog or smoke scatters the beam and makes it harmless.

The Fomorian raider wading ashore on the coast of Haloga is twice the height of a man, and the sorcerer Brynja has one chance. She raises a clear quartz crystal to the sun and focuses a beam of white-hot light onto the giant's chest. It staggers, smoking, bellowing. She lifts the crystal again, but the sea spray has thickened into mist across the beach, and the second beam scatters into a harmless golden glow. The Fomorian keeps coming. Brynja picks up her skirts and runs for higher ground.

A scene written for this archive, not from the book

Dimension Trap

Range 100 ft.Duration Until something is caughtSave vs Strength, as statedSpell type Non-variable

The caster places an invisible gate as large as 10x10 ft. on a door, chest, passageway or anywhere else, up to 100 ft. away. Anyone coming within 1 ft. must save vs Strength or be pulled through into an extra-dimensional space, which cannot be escaped without Phase Shift, Disappear or Dimensional Travel. The trap waits until it catches someone or something, and that capture closes it.

The sorcerer Tarquin's vault in Falias holds his life's work, and he has grown tired of thieves. So he sets an invisible gate on the vault door, where no one can see it. A month later, in the small hours, a masked figure creeps down the corridor, reaches for the lock, and is simply gone, sucked soundlessly out of the world. Tarquin, coming down in the morning, finds only a fallen lockpick on the floor. He picks it up, sighs, and goes to set the trap again.

A scene written for this archive, not from the book

Energy Field

Range 100 ft.Duration 1 hourSave vs Dexterity, to avoid being trapped within a containment-type fieldSpell type Non-variable

The caster forms a barrier of force shaped as a wall, dome, cube or cage, as large as 10x10x10 ft., up to 100 ft. away, lasting 1 hour. Whatever its shape, it cannot be moved or harmed by physical force, and anything caught inside cannot get out without Teleportation, Dimension Travel or similar magic. A save vs Dexterity avoids being enclosed by a containing field, and Negative Energy dissolves it.

The manticore swoops down on the camp in the Daraka Mountains, tail raised to strike, and the sorcerer Ngozi flings out her hand. A shimmering cage of force snaps into being around it, ten feet on every side. The creature slams against the walls, roaring, and hurls its spikes at the bars, which do not so much as tremble. It is trapped for the next hour. Ngozi watches it with scientific interest while her companions pack up camp, and they are several miles away by the time the cage fades.

A scene written for this archive, not from the book

Teleport Tracer

Save NoneSpell type Variable, as per the weight restrictions of the standard Teleport spell

The caster locks onto the faint magical trail another caster's teleport leaves behind and follows it to the same destination. The caster has only 60 seconds after the traced teleport to cast it, or the trail fades and the spell fails. What the caster can take along follows the weight limits of the standard Teleport spell.

The rival sorcerer grabs the stolen grimoire, laughs and teleports away from the steps of the Sorcerers' Guild of Acheron in a flash of violet light. The sorcerer Ptahmose does not waste a second. He runs to the spot where the man stood, kneels, and feels for the faint thread of power that still lingers in the air. It is fading fast. He speaks the formula and follows it, and a moment later he appears in a dusty study in some other city, right behind his rival, who is still busy congratulating himself.

A scene written for this archive, not from the book

VIISpells of the seventh level

Acid Rain

Area 10x10x10 ft.Save Only as statedSpell type Non-variable

A drenching, corrosive downpour falls on a 10x10x10 ft. area, dealing 10-60 (10d6) points of damage to every creature in it with no save; anyone in a full suit of armor takes only 1/4 damage while the armor lasts. Gear suffers too: wooden, leather and fabric items are 40%, 50% and 60% likely to be ruined, and even metal items have a 25% chance of corroding into uselessness, less 5% per +1 of enchantment on magic items. Smooth or cut stone is left pitted and stained but not seriously harmed, and ceramics and glass are untouched.

The pirate captain on the deck of the corsair in the Sea of Baku is laughing at the sorcerer on the merchant ship across the water, confident in his mail and his crew. The sorcerer Lavinia points at him. A small dark cloud gathers directly above the captain and his officers and opens up in a hissing, stinking downpour. The officers scream as it burns them. The captain survives, inside his heavy mail, but his leather belt falls apart, his cloak dissolves, and the deck under his feet is smoking and blistering.

A scene written for this archive, not from the book

Alter Matter

Range 10 ft.Duration 1 hourSave vs Will, as stated (living creatures)Spell type Non-variable

For 1 hour, the caster transmutes up to 100 lbs. of material, plus 10 lbs. per level of ability, into any non-living substance he likes, organic or not: rock into mud, flesh into stone, glass into steel. Nothing magical can be altered or produced this way. Range is 10 ft., and living creatures may save vs Will to resist.

The prison hulk in Tharshesh harbor keeps its prisoners behind iron grilles below the waterline, and the sorcerer Octavia has been locked behind one for a month. Tonight she wraps both hands around the bars, speaks the formula, and feels the cold iron turn light and dry beneath her fingers. The grille is now bundled straw. She snaps it like kindling, steps through, and climbs past the sleeping guards to the deck. By the time the broken straw turns back into iron an hour later, she is swimming for the shore, and the guards have a strange puzzle on their hands.

A scene written for this archive, not from the book

Dimension Track

Save NoneSpell type Non-variable

Much like Teleport Tracer, but used to chase someone traveling between dimensions. Just as with ordinary Dimension Travel, he can bring one extra individual per level of ability, provided they are touching him when he casts it.

The demonologist has fled the city through a rift into the Nether Realms, and the trail is still warm. The sorcerer Kalliope grips her two companions by the wrists, closes her eyes, and finds the ragged path he tore through the fabric of the world. Then she follows it, pulling them after her. The three of them tumble out onto a black shore under a red sky, choking on the sulphurous air. Far ahead, a small figure is running along the beach. He looks back, and they see him realize he is not alone.

A scene written for this archive, not from the book

Negative Energy

Range 100 ft.Save vs Dexterity, to dodge for no effectSpell type Non-variable

The caster hurls a bolt of negative force up to 100 ft. It dissolves an Energy Field, Force Sphere or Force Shield, and disintegrates any creature, object or barrier it hits, up to 10x10x10 ft. of matter. Because negative and positive energy cancel on contact, even the weakest Force Shield neutralizes the bolt. A target can dodge it entirely with a save vs Dexterity.

The rival sorcerer has hidden himself inside a force sphere among the ruins of Valum Chivum, and he sits at its center drinking wine, protected from every arrow the bounty hunters can shoot at him. The sorcerer Marcellus arrives, surveys the scene, and hurls a single dark bolt that seems to swallow the light around it. When it strikes, the sphere dissolves with a sound like tearing silk. The rival drops his cup. The bounty hunters, grinning, reach for their arrows again.

A scene written for this archive, not from the book

Reverse Time

Area 5 ft. radius of the casterSave NoneSpell type Non-variable

The caster turns back time within 5 ft. of himself. Onlookers see him vanish for a split second and return at once. To the caster, everything that happened in the 10 minutes before the casting plays out backwards, like a film run in reverse.

While time runs backwards he may change or undo the results of any one incident from that period: saving an item lost or damaged in a fire, giving a life-saving antidote to someone who has just died of poison, or securing a rope that would otherwise have snapped or slipped loose. He cannot hurt anyone or cast other spells while inside the effect.

The spell ends the instant it has carried him exactly 10 minutes back, or the moment he steps out of the 5 ft. radius. Either way, he returns to the exact time and place he occupied just after casting it.

The sorcerer Meton has been working all night in his study at the Alchemists' and Sorcerers' Guild in Atlantis, and at dawn he knocks his notebook into the brazier. Ten years of research flare up in an instant. Meton does not panic. He speaks the words, and to anyone watching he blinks out and back again. For him, however, the minutes run backwards, ash turning back into paper, smoke flowing back into the coals, until he reaches out and catches the notebook in mid-air. Then he is back, holding it, unscorched.

A scene written for this archive, not from the book

Sorcerer's Gate

Duration Until dispelled or destroyed by negative energySave NoneSpell type Non-variable

The caster makes a permanent, invisible gate leading to any one chosen place. He must know both the entrance and the exit well, but distance means nothing and the gate can even join different planes. Travel works in both directions, and the gate stays until it is dispelled or destroyed by negative energy.

Because the portal is always open, creatures may blunder through it by accident even though they cannot see it. Detect Magic and various other enchantments can reveal it, so a careful caster may guard its openings with symbols, wards and the like.

The sorcerer Leander built an invisible gate between his tower study in Atlantis and the hidden garden he keeps high in the Seidhr Mountains of Hyperborea, and for years it has been his private secret. This morning he steps through from the garden side as usual, with a basket of snow berries, and finds a goat standing in the middle of his study, calmly eating one of his books. Leander stares at it for a long time. Then he goes to fetch chalk, and begins to draw wards around both ends of the gate.

A scene written for this archive, not from the book

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