| This entry describes the available Spells for each discipline with the various trappings.
Armor
Elementalist Trappings: The elementalist snaps his fingers to create a spark of electricity, which leaps to the target’s shield. To be successful, the Spellcasting Test result must be equal to or higher than the Spell Defense of the shield or its wielder, whichever is higher. Unless an attacker gets a Raise on an Attack Test, he will hit the shield every time he attacks the wielder. Whenever an attacker striks the Lightning Shield, he takes a jolt of lightning in return, taking 2d6 damage.
Illusionist Trappings: Not available
Nethermancer Trappings: The nethermancer touches the target of the spell. If the Spellcasting Test is successful, a glimmering set of blue chain mail seems to cover the recipient and then sink into his or her body.
Wizard Trappings: The magician slams his hand into the armor to be enhanced, while uttering a soft, thudding sound, as if an ineffectual blow had landed.
Barrier
Elementalist Trappings: With this spell, the magician summons an earth wall that he may place along the ground wherever he chooses.
Illusionist Trappings: This spell creates a wall of illusory fire. While casting the spell, the illusionist makes crackling, hissing noises like a roaring fire. Characters passing through it take 2d6 points of damage.
Nethermancer Trappings: This spell creates a circle of cold that can damage characters who enter it. While weaving the threads, the nethermancer spins in a slow circle, increasing speed as he nears the end of the spellcasting. He stops suddenly, kneeling to touch the center of the circle. A wave of cold ripples out 5 yards in every direction from the center. A character crossing takes 2d6 damage.
Wizard Trappings: Not available.
Beast Friend
Elementalist Trappings: Not available.
Illusionist Trappings: Not available
Nethermancer Trappings: This spell allows the nethermancer to converse with and command nocturnal flying creatures, such as owls, bats and krilworms. The nethermancer imitates the flying or speaking sound of the animal and then makes a Spellcasting Test.
Wizard Trappings: Not available
Blast
Elementalist Trappings: The elementalist hurls two pebbles, coins, or other small objects at the target character. If the Spellcasting Test is successful, the two objects become spiked mace-heads joined by an icy chain. The chain and mace-heads wrap around the target, often shattering when they hit. The magician rolls for damage. If he rolls any Bonus dice for the Damage Test, the mace and chain shatter. If the mace and chain survive the hit, the target character is considered to have one more attacker when calculating Gang-Up Bonuses.
Illusionist Trappings: The illusionist releases a barrage of illusory missiles.
Nethermancer Trappings: The nethermancer taps the uglier regions of astral space, drawing the foul vapors to the physical plane.
Wizard Trappings: Not available.
Bolt
Elementalist Trappings: The elementalist flings dirt into the air while weaving the thread for the spell. The dirt then changes into crystalline darts that fly at the foe when the spell is cast.
Illusionist Trappings: The spell creates a wriggling, glowing green bolt. If the Spellcasting Test is successful, the illusionist rolls the Effect dice for non-lethal Damage.
Nethermancer Trappings: While weaving the spell threads, the nethermancer extends his hand in a grasping motion, facing the victim. If the Spellcasting Test is successful, the spell surrounds the victim’s heart with a squeezing layer of astral force. Physical armor does not protect the target.
Wizard Trappings: The spellcaster whips her arm as if throwing a dagger. This creates a dagger of pure astral energy. No physical armor protects against this damage.
Boost Trait Elementalist Trappings: Not available.
Illusionist Trappings: Depends on the effect. Boosting Strength seems to make the target's muscles to swell, maybe even taking on a different color, Boosting Fighting leads to an after-image when the weapon is swung and so on.
Nethermancer Trappings: The nethermancer summons a minor spirit with the allowed superior trait and allows him to take possession of the target.
Wizard Trappings: The wizard infuses the target with pure astral energy.
Lower Trait
Elementalist Trappings: Not available.
Illusionist Trappings: Depends on the desired effect, but may include a rapidly aging process, or athe feeling that something flew into the target's eye and so on.
Nethermancer Trappings: The nethermancer summons a minor spirit with the allowed inferior trait and allows him to take possession of the target.
Wizard Trappings: The wizard infuses the target with pure astral energy.
Burrow
Elementalist Trappings: The elementalist becomes one with the elements, sinking into the earth.
Illusionist Trappings: Not available.
Nethermancer Trappings: The Nethermancer lets himself pull under the Earth by the dead lying there. Works always in graveyards or battle sites, but the GM may incur a penalty to the Spellcasting for less "dead-infused" areas.
Wizard Trappings: Not available.
Burst
Elementalist Trappings: This spell creates a howling wind to blast a path starting directly in front of the spellcaster. The elementalist weaves the thread, placing both hands to his lips when finished. Then he casts the spell by blowing hard and flinging his arms wide. A successful Spellcasting Test creates an air blast path. Targets caught in the Blast are Shaken, no damage is rolled.
Illusionist Trappings: The illusionists claps his hands spreading them, releasing a fan of singing hot flames.
Nethermancer Trappings: Not available.
Wizard Trappings: Not available.
Deflection
Elementalist Trappings: The Elementalist conjures gusts of wind, whirling around him.
Illusionist Trappings: The Illusionist creates illusionary clones of the target, making it harder to determine the "real thing".
Nethermancer Trappings: The Nethermancer summons a Spirit Servant who's armed with a shield, blocking incoming attacks.
Wizard Trappings: The Wizard warps Astral Space around him, thus slightly changing reality.
Detect Arcana
Elementalist Trappings: This spell allows to detect elementalist spells.
Illusionist Trappings: This spell allows to detect illusionist spells.
Nethermancer Trappings: This spell allows to detect nethermancer spells.
Wizard Trappings: This spell allows to detect spells, items, curses and other uses of magic from every magician's discipline.
Conceal Arcana
Elementalist Trappings: Not available.
Illusionist Trappings: This allows the illusionist to make his illusions harder to disbelief.
Nethermancer Trappings: Not available.
Wizard Trappings: This allows to warp Astral Space just enough to create a "pocket" to hide items, spell use and the like.
Dispel
Elementalist Trappings: Not available
Illusionist Trappings: Not available
Nethermancer Trappings: Not available
Wizard Trappings: See SWRB.
Elemental Manipulation
Elementalist Trappings: See SWRB.
Illusionist Trappings: Not available
Nethermancer Trappings: Not available
Wizard Trappings: Not available
Entangle
Elementalist Trappings: A small vortex apears, sucking the target up in the air, immobilizng it and keeping him hovering for the duration of the spell.
Illusionist Trappings: The floor below the target seems to melt, sucking at his feet, gripping them fast.
Nethermancer Trappings: Skeletal hands break through the earth, gripping the target.
Wizard Trappings: Vines appear from undergrowth, grabbing at a single target character.
Environmental Protection
Elementalist Trappings: Versus cold: The elementalist conjures frost on his palm. The frost melts away as he touches the target. Versus heat: The elementalist conjures a small flame on the tip of each index finger. She touches the target on the eyebrows (or ridge above the eyes approximating the position of the eyebrows). A bright flash singes the brows, but does no damage. Underwater: The elementalist mimics the mouthings of a fish while weaving the threads, then touches the target of the spell. The spell allows a character to breathe comfortably underwater. The Gills spell does not prevent a character from breathing air.
Illusionist Trappings: Not available
Nethermancer Trappings: Can cast the spell only in Astral Space. The Nethermancer is surrounded by spirits, guarding him from harm that might come from tainted regions of Astral Space.
Wizard Trappings: Not available
Fear
Elementalist Trappings: Not available
Illusionist Trappings: This spell deceives the target into believing he has been transported to astral space. While weaving the spell, the illusionist conjures up memories or imaginings of astral space. Astral Nightmare is cast upon a single character.
Nethermancer Trappings: This spell transforms the nethermancer’s head into a gore-spattered skull. The nethermancer touches his face as he casts the spell.
Wizard Trappings: Not available
Fly
Elementalist Trappings: The elementalist casts this spell by taking a sitting position. If the Spellcasting Test is successful, a Throne of Air forms as a wavery, turbulent image underneath the magician. The elementalist can move in the throne, it has a pace of 8. The Throne of Air spell has limited vertical movement. It can move above the ground a number of inches equal to the magician’s Spellcasting Rank.
Illusionist Trappings: This spell is not an illusion. It enchants a carpet or other piece of cloth to become a flying platform. If the illusionist makes a successful Spellcasting Test, he may command the carpet with verbal instructions. The illusionist may also turn over command of the carpet to another character, but he can only do so once during the spell’s duration.
Nethermancer Trappings: Not available
Wizard Trappings: The Wizard can't actually fly, but astral energy infuses his muscles, enabling him to jump great distances.
Greater Healing
Elementalist Trappings: Not available
Illusionist Trappings: Not available
Nethermancer Trappings: The nethermancer touches a limb that has been crippled while infusing it with energy from another plane, taking a penalty of -3 to the roll.
Wizard Trappings: Not available
Healing
Elementalist Trappings: This spell heats up food and infuses it with magic that will have a beneficial effect on the target. The elementalist breathes on his hands as if to warm them, and his hands begin to glow a gentle red. As the elementalist touches the food to be warmed, the glow transfers to the food. Within a minute, the food is steaming hot. Eating the food removes all Fatigue levels and adds +2 to Natural Healing rolls (+4 with a raise).
Illusionist Trappings: Not available
Nethermancer Trappings: The Nethermancer touches the wounded character with icy fingers numbing any pain and summoing minor spirits who knit the flesh.
Wizard Trappings: Not available
Invisibility
Elementalist Trappings: This spell makes a character blend completely with his surroundings, making it more difficult for someone else to spot him. The elementalist throws a stone, rubs some dirt, or touches a pebble to the spell target. The elementalist and the target must both be standing on stone or earth for the spell to work.
Illusionist Trappings: This spell hides normally visible characters from another character. The illusionist concentrates intensely on the thought of “nobody here” while weaving the thread. The spell centers on the spot where the illusionist casts it, radiating out 5 inches. The effect does not move. Characters who exit the circle lose the benefit of the spell, regaining the benefit only by moving back inside the circle.
Nethermancer Trappings: Not available
Wizard Trappings: Not available
Light
Elementalist Trappings: The elementalist conjures a small flame in the palm of his hand.
Illusionist Trappings: Light is a real spell, not an illusion. The illusionist briefly taps into the astral plane to release some energy for the light. The Light spell forms a floating, glowing sphere about the size of an orange, illuminating everything within 30 feet.
Nethermancer Trappings: With this spell, the nethermancer pierces astral space to gather pure light. If the test is successful, the globe hovers about 2 or 3 feet above the nethermancer, but no higher
Wizard Trappings: Not available
Obscure
Elementalist Trappings: Not available-
Illusionist Trappings: Whatever the Illusionist can think of!
Nethermancer Trappings: Using this spell, the Nethermancer draws a bit of darkness from another dimension, then commands it to billow and expand.
Wizard Trappings: Not available.
Puppet
Elementalist Trappings: Not available
Illusionist Trappings: The Illusionist gains a very persuavise voice and manner, tricking others into doing his will.
Nethermancer Trappings: The Nethermancer does a herky-jerky jig while weaving the spell, pointing at the target as he casts the spell. If the Spellcasting Test is successful, Bone Dance infuses the target’s skeleton with an independent living force, which then moves the skeleton against the target’s will.
Wizard Trappings: Not available
Quickness
Elementalist Trappings: Not available.
Illusionist Trappings: Not available.
Nethermancer Trappings: The Nethermancer summons a spirit that enhances his combat abilities.
Wizard Trappings: The wizard infuses the target with pure astral energy.
Shape Change
Elementalist Trappings: Not available
Illusionist Trappings: The Illusionist seems to take on the shape of an animal, although this is only trickery. He does not gain any abilities the animal would have. He doesn't change size - he might appear smaller, but won't fit through tiny cracks in the wall like a mouse. He won't be able to fly either.
Nethermancer Trappings: Not available
Wizard Trappings: Not available.
Smite
Elementalist Trappings: The elementalist conjures a small flame as he weaves the first thread. This flame leaps to cover a weapon chosen by the elementalist, except where the wielder touches it.
Illusionist Trappings: The weapon begins to glow with a green otherworldy light
Nethermancer Trappings: The Nethermancer calls upon the netherworld, infusing the weapon with the cold of the dead.
Wizard Trappings: The spell changes the weapon in question on a molecular basis, heating up the weapon the effect.
Speak Language
Elementalist Trappings: The elementalist puts his ear to a plant as he casts this spell. This spell enables him to converse with the spirits who often inhabit such plants rather than with the plants themselves. Plant spirits vary widely in intelligence, but they are a considerable step up from the plants they inhabit. Plant spirits vary in temperament as much as characters do. They may be very willing to talk, for example, or grumpy and taciturn or even sleepy from lying out in the sun so long. Plant spirits are usually aware of events that happen within one to five yards of their roots. Plant spirits only inhabit living plants; they must seek a new plant when their old host dies.
Illusionist Trappings: The illusionist makes the target believe that he understands him. This doesn't work in the other direction.
Nethermancer Trappings: The nethermancer summons a quavery spirit that acts as a translator.
Wizard Trappings: The wizard draws on his enormous knowledge of ancient scrolls and magical tomes to remember just enough vocabulary for the conversation.
Speed
Elementalist Trappings: Gusts of wind increase the elementalists movement.
Illusionist Trappings: The target of the spell imagines a perfect route for is movement, ignoring any obstacles, inventing shortcutsand the like which enable him to increase his pace.
Nethermancer Trappings: Not available.
Wizard Trappings: This spell gives the target greatly increased leaping movement. When casting the spell, the magician has the target leap to him, then he touches the character as he lands alongside.
Stun
Elementalist Trappings: The elementalist inhales sharply. He drastically lowers the tempurature for a moment, shocking the targets.
Illusionist Trappings: The illusionist throws something to the ground, which seems to detonate, not hurting, but stunning the targets.
Nethermancer Trappings: With this spell, the nethermancer casts pain on a single character.
Wizard Trappings: The wizard stretches out his palms and astral waves stream forth from his hands, stunning the target.
Telekinesis
Elementalist Trappings: Depending on the item, small gusts of wind push it along, or the earth is slightly trembling, moving the object.
Illusionist Trappings: Not available
Nethermancer Trappings: The Nethermancer summons some minor (invisible) spirits who quarrel about the item to be moved. The spirits constantly argue about who get's to carry it, though, so the movement is in no way preciser than with the other trappings.
Wizard Trappings: The wizard imagines the astral counterpart to move in Astral space, thus prompting the real-life item to move in the same way.
Teleport
Elementalist Trappings: Not available.
Illusionist Trappings: This joins two entrances that are no more than 1 mile apart. This spell must be cast twice within 2 hours, first on the destination portal and then on the departure portal. The portals are linked by a warping of space. The warping is real, but this spell takes a number of illusory “shortcuts” that can be broken to disrupt the link.
Nethermancer Trappings: Not available.
Wizard Trappings: The wizard has to know the place where he wants to exit. He makes a step to the side, entering Astral Space for a moment. By waroing the Space, he bring his destination in Astrals Space close enough to reach it in one step. As soon as he steps over and appears at the destination, the warped space snaps back to normal.
Zombie
Elementalist Trappings: The elementalist casts this spell at small trees or bushes, animating them. He cmay animate a number of "plant zombies" up to his level in Spellcasting.
Illusionist Trappings: Not available
Nethermancer Trappings: The nethermancer must be in a graveyard or else have a supply of skeletons to use this spell. He may animate a number of skeletons up to his level in Spellcasting per spell.
Wizard Trappings: Not available
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