Spells

There are three types of spells; daybound, nightbound, and shadowbound spells.

Daybound spells are granted to priests. They are to be cast during daytime, or under a source of light. If they are cast during night, only one d6 is used to cast.

Nightbound spells are granted to witches. They are to be cast during night time or in darkness. If they are cast during the day, only one d6 is used to cast.

Shadowbound spells are available only out in the wild, waiting to be accessed, through hunting legendary monsters to collect soulstone.

Starting Spells

A magic-user starts the game knowing number of core spells (either daybound or nightbound) equal to their INT. The levels of selected spells cannot be higher than the character's INT.

Learning New Spells

Accessing a new spells requires a soulstone sliver, and a ritual to determine the spell accessed.

The maximum number of spells a magic-user can learn is determined by adding their INT to six. The sum is the maximum number of spells they can learn.

When a character, whose known spells reached its limit, wants to learn a new spell, he must first remove a spell from its known spells.

Daybound spells

Below you will find the list of core spells available for Priests.

LevelNameDescriptionRange (yards)

1

Serenity

When cast in non-combat environment this spell causes the target to be neutral toward the caster; even if its attitude was hostile beforehand. When cast in combat, it removes the effects of morale loss.

15

1

Punish

Deals 1d6 damage to any target by inflicting an ethereal punishment upon it.

15

2

Sanctuary

creates a five-yard wide, ethereal protective shield covering the target area and protecting it from any external harm for 10 seconds (two combat rounds).

20

2

Charge

Enables the target to charge, rushing through any obstacles (breaking doors, ignoring engagement when in combat, etc.) for 5 seconds (one turn). If the target runs through any obstacles, such as walls, doors, etc. it receives 1d6 damage and +1 per per obstacle encountered.

20

3

Epiphany

Enables the caster to communicate with the ethereal realm, asking a simple question to his god(s) and getting an answer. It takes about one watch (four hours), and must be cast in a place of worship, and not during combat, preferably during a ritual practice. (This spell allows you to act as your character’s god; you may choose to provide him the answer he seeks, or misguide him.)

N/A

3

Smite

When cast, this spell brings down a curse of the gods upon a 10-yard wide area from the heavens, giving 1d6+2 damage to any creature within its area of effect. If any magic user is within the targeted area, they lose 1 zeal.

10

4

Blessing

Removes any negative effects (such as morale loss, poisoning, fear, etc.) upon the target, and heals it 1d6 HP.

Contact

4

Provoke

When cast in combat, it causes the target to to attack (or charge if not adjacent to it) the caster even when the target is engaged. And when the spell is cast in non-combat environments, it causes the target to attack, turning its attitude to hostile.

20

5

Resolve

Heals the ally target equal to the value of die roll used to cast it. Alternately, it can inflict the same amount of damage when used on non-allies.

25

5

Defiance

Forces the target creature to turn hostile toward the caster and only attack him, ignoring any other hostile combatants. It gives the caster 1d6+1 damage for 5 seconds (1 round) when cast. The spell’s effect is dissolved when target dies, or is forced to retreat.

15

6

Guiding Light

Allows the caster’s holy symbol to radiate for 25 seconds (5 turns), illuminating an area of a 15-yard diameter. Alternately, this spell can be used to create an orb of blinding light within a 10-yard area, rendering any attacker within its area of effect ineffective for 10 seconds (2 turns). When used guiding light, it can be cast in total darkness and does not require sunlight or a source of light.

20 (for blinding light only)

6

Vengeance

Inflicts ethereal damage equal to the caster is missing on a single target, or heals the caster 1d6+2 HPs when no target is selected.

25

7

Resonance

Creates a bond between the caster and an ally, friendly target creature. By this bond, the caster can access the target’s life force, i.e. its HP, using it as if it were his own. Conversely, the caster can share his life force with the target. The bond lasts until one of the creatures dies. It is only effective when the target creature is within 20 yards away. This bond can only be set with a single creature, rendering the previous bond useless when cast with another target.

touch (for casting)

7

Cleansing

Removes any negatives effects on target creature, and heals it fully. When used on objects, such as food, it purifies, making it available for consumption. Additionally, when cast on simple small items such a nail-locked crate, or a simple locked chest, it breaks the object apart.

20

8

Exalted

Causes the target to be blessed by the caster’s gods, giving the target an additional 2 HP (2d6) for the duration of 10 seconds (2 turns.) Alternately, this spell can be used to give blessing in attack instead of health, giving the target extra 2d6 damage when it attacks.

15

8

Dark Reaping

Starting from the point of casting, this spell allows the caster to swing an ethereal scythe, cutting down all creatures that are within its swing by giving them 2 2d6+1 damage. The spell creates a V shaped area of effect, reaching a distance of 15 yards.

15 farthest point, cast range N/A

9

Harmony

Allows caster to create a harmony with a friendly ally unit within range, allowing the ally to mirror his acts for a duration of 5 seconds (1 round). So, if the caster inflicts # damage in the next turn, the target ally also inflicts # damage, regardless of its weapon, etc. Similarly, if the caster heals himself # number of HPs, the ally is also healed.

9

Animator

raises 1d6+2 skeletons of the fallen warriors from the ground, (raising +1 additional skeletons per combatants died in the ongoing melee, if cast during combat), giving full command to the caster. The skeletons from the die roll rise in front of the caster while the additional skeletons rise from the spot where they were recently killed.

The skeletons acts as a single unit and should be treated as a henchman when giving tactics. If cast in non-combat environment, they will survive for three watches.

N/A

10

Unity

10

Leech

Dissects the torso of the target creature (its STR must be lower than the caster’s) killing it instantly, and summoning 3 ethereal vultures who will feed on the target’s corpse for 5 seconds (1 round). Once the ethereal birds’ feast ends, they act as a single unit and get under the caster’s command for 15 seconds (3 rounds). The vultures should be treated as a single henchman.

Nightbound Spells

Below you will find the list of core spells available for Witches.

LevelNameDescriptionRange (yards)

1

Bash

Enables the caster to throw a magical shock toward the intended direction, by waving the related holy symbol, or throwing the holy matter (such as water). It affects any physical object on its path, causing d6+1 damage.

20

1

Hex

Transfers the caster 15 yards away, in the direction (s1-s6) the caster wants to, instantly.

self

2

Stun

Applies a tremendous force onto a single target, immobilising the living being for ten seconds (two combat turns). If the target is an object, it may cause the object to break or disintegrate, depending on the material. The spell-caster must touch the target with the holy symbol to be effective.

Contact, adjacent hex

2

Weaken

Target’s movement is slowed to one yard for two rounds. Additionally, it inflicts 1d6 damage to the target.

15

3

Taunt

Causes the surrounding creatures give their attentions to the caster, turning toward his direction involuntarily, and gives the caster a +3 bonus on his next attack.

5 (all three front hexes)

3

Summon

4

Brawl

Causes any creatures within the target area to be hostile against one another and start a brawl. The spell ends after one of the targets receive any damage in the brawl.

15 (it affects any two adjacent hexes within the range)

4

Vision

Enables the caster to see what exists in a five-yard area within range, even when there is an obstacle in the caster’s line of sight. Alternately, it can also be used to obstruct vision, by creating a 10 yard-long wall of dark smoke in the target area, which will last about four moments.

25

5

Howl

Creates a loud howling sound, which, when heard, disheartens the surrounding creatures, causing them to frighten and rout. If cast in a forest, it may be used either to communicate one single message to surrounding canine species (wolves, jackals etc.) such as ‘prey here’, or as a call to aid. If used as an aid, roll two d6s and refer to the table below; the first roll determining the animal, and the second the number of them. Roll Canine

1-2 Fox

3-4 Jackal

5-6 Wolf

5 surrounding adjacent hexes (for frightening), 1 oxgang for communication or call to aid.

5

Sacrifice

Caster receives damage (die roll) equal to the mana used in casting of the spell and inflict this damage to a target.

30

6

Leap

Throws the target up to d6 yards into the desired direction. The caster’s as well as the target’s weight affect the distance, so the bigger the difference, the shorter is the distance thrown.

15

6

Confuse

Causes the target creature to get confused mentally and fail at the task it is about to perform, be it an attack, or any other type of action.

25

7

War Cry

Gives all ally creatures a boost of morale, filling them with courage. It gives +1 damage to all allies (and exempts them from morale checks for the remainder of combat).

15 (radius) with caster at the centre

7

Silence

Causes the target to be mute for 30 seconds (6 rounds), not allowing it to talk or make any other type of sound. Additionally, if cast on a spell-caster, it prevents the target from casting any spells or using any power.

20

8

Frenzy

Target creature of goes into a battle hunger, charging at the nearest creature, inflicting 2d6 damage on the target.

25

8

Tribal Rites

connects the caster to the outer realm, allowing him to channel ethereal energy either toward a target; giving it 2d6 damage or, when used as blessing, gives morale boost to the caster’s allies for 1d6 rounds. During the morale boost, the allies of the caster do not retreat and receive +2 on attack rolls.

20 / N/A

9

Devour

can be targeted on only creatures with a lower HP than the caster. When cast, the target dies immediately, healing the caster equal to the target’s HP by sucking its life force.

Contact, adjacent hex

9

Blood Ritual

First, the caster should wound himself by cutting his own flesh and receiving 1d6 damage. Then, for the next round, the target chosen by the caster inflicts 1d6 additional damage.

15

10

Impale

Raises a wall of sharp, bone stakes from the ground made up of the creatures died before in the targeted area. Any creature within the area of effect takes 1d6 damage, and becomes immobile. The wall of bone-stakes is 10 yards long. If no creature is present, the stakes create simply a wall, obstructing movement and vision for 30 seconds (6 combat turns).

20

10

Dark Vision

Enables the caster to darken an area of 15 yards within range completely, even when there is a source of light within the effected area. The darkened area does not cause any obstruction for the caster, and can see through it. Alternately, it can also be used to create a 15 yard-long wall of ethereal darkness, blocking any trespass, be it missile, or combatant, which will last about 30 seconds (six rounds.)

30

Shadowbound Spells

Shadowbound spells are available for both magic-user classes, and the character must make a choice before determining the spell through ritual.

d66DayboundNightbound

11

Exorcise

Curse

12

Cure

Poison

13

Banish Undead

Raise Dead

14

Guardian

Ethereal Edict

15

Enlight

Darken

16

Purify

Petrify

21

Seal

Crack

22

Sungate

Hellpit

23

Harden

Weaken

24

Fortify

Nullify

25

Resist Heat

Resist Cold

26

Penitence

Dispel

31

Dawnbreak

Duskbreak

32

Phantasm

Grave’s Embrace

33

Ethereal Bolt

Ethereal Bolt

34

Light Ascension

Dark Descension

35

Eclipse, solar

Eclipse, lunar

36

Gaze

Decay

41

Holy Oak

Tombstone

42

Crusader’s Faith

Heathen’s Zeal

43

Heaven’s Fury

Hell’s Embrace

44

Revive

Decrepify

45

Draw Life

Drain

46

Circle of Life

Creeping Death

51

Sentry

Warden

52

Nightmare

Horrify

53

Trail Blazer

Night Stalker

54

Life from Death

Death from Life

55

Benediction

Malediction

56

Psalm

Mantra

61

Inquisitor

Tormentor

62

Shell

Shroud

63

Purge

Cleanse

64

Ethereal Ward

Death Bond

65

Illuminate

Imprisonment

66

Disruption

Haunt

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