| Return to Outpost - Return to rpgsoc pages - Return to Elementalist's Guild |
A table of the Elementalist spells available.

Some creatures, such as Greater Elementals, are composed of pure Elemental energies, and cannot be harmed or otherwise affected by physical weapons or Spiritual miracles and powers. If aligned to a single Element, then they are also immune to all spells and magicks based on that Element. Such creatures can only be affected by spells, powers and items which do Magick or Magick Through damage. Purely spiritual creatures, such as incorporeal undead and Discorporate Lorewardens, will not even register the existence of purely Elemental creatures.
Some creatures are composed of pure spirit, including Lorewardens under the effect of a Discorporate miracle and various incorporeal undead such as wraiths. Such creatures are entirely unaffected by all spells, whether those spells would otherwise be harmful, beneficial or divinatory, and cannot even be perceived by Elementals. They are also immune to damage from Elementals.
Enchantment and some spells and other powers enable a weapon or other item to inflict Magick damage. In most situations this is handled in the same way as normal damage, and is still stopped by physical armour and spiritual defences. The difference is that it is capable of affecting purely Elemental creatures and other beings which are affected only by magickal damage and not by physical or spiritual attacks. Any effects which inflict Magick damage should be called as "Magick [damage]". (e.g. "Magick Single", "Magick Double", etc.)
Some spells result in a target taking Magick Through damage. Magick Through damage works as Magick damage, except that physical armour and spiritual protection offer no defence against it. Enchanted armour will provide its normal protection against Magick Through damage, but Consecrated armour won't. Any effects which inflict Magick Through damage should be called as "Magick Through [damage]". (e.g. "Magick Through Single", "Magick Through Double", etc.)
For example: if a character has two hits on their Body location, is wearing ring mail armour (+4 hits) and is protected by a Spirit Armour spell (+3 hits) then they can take 9 hits of normal damage from a sword or other melee weapon to their Body location before losing consciousness. But a single Fire Bolt will inflict 3 points of Magick Through damage directly to their Body location, putting their Body on negative hits whilst leaving their armour and their spiritual defences intact. If the armour had been Enchanted, then it would provide full defence (+4 hits) against this Magick Through damage.

Dispel Magick #
Levels I-V: "With my might, Dispel [LEVEL]!"
Levels VI-X: "With my might and the power of the Elements, Dispel [LEVEL]!"
Duration: Instantaneous
Range: 20 feet
Area of Effect: 1 spell
The various Dispel Magick spells are used to negate magickal effects of all kinds, and can be targetted at either a single person or creature, a single item, a single magickal effect or a more general area. Dispel Magicks of varying level merely have different levels of power, rather then different effects, and all operate as described below:
Countermagick #
Levels 0-IV: "Let my powers shield [me/this object] from all magick!"
Levels V-IX: "Let my powers shield [me/this object] from the might of the Elements, that no magicks may cause [me/it] harm!"
Duration: 1 encounter/15 minutes or until overwhelmed
Range: Self/Touch
Area of Effect: Caster or 1 item
The Countermagick spell is an alternative form of the Dispel Magick spell that provides a durational protection against spells, rather than the negation of one specific spell. To cast a Countermagic of level (n) an Elementalist must be able to cast level (n+1) Common spells and must expend (n+1) Mana points.
| Spell Level | Effect for Countermagick (n)> |
|---|---|
| Less than (n-1) | Spell negated, Countermagick remains active |
| (n-1) to (n+1) | Spell negated, Countermagick lost |
| Greater than (n+1) | Spell has full effect, Countermagick lost |
"I call upon the Elements, Fire and Air, Earth and Water, Light and Shadow, reveal to me where you may be found!"
Duration: Instantaneous
Range: 20 feet
AoE (Area of Effect): Self
This spell will inform the caster of any Mana within his line of sight in the area of effect, revealing such things as Enchanted items and operating spells. It gives no information on the quantity or type of Mana involved, however.
"Elements of Fire and Air, Earth and Water, Light and Shadow, reveal to me where life may be found!"
Duration: Instantaneous
Range: 20 feet
AoE: Self
With this spell the caster is able to detect all living creatures (including plants, but not including undead, Elementals or purely spiritual creatures) within a 20 foot radius, regardless of whether or not they are visible to him. This spell does differentiate between life forms. For example, a scout hiding in a bush will register as a life form hiding in another life form, not just as life "over there".
"Elements go forth at my command - seek out thy brethren and reveal their nature unto me!"
Duration: Instantaneous
Range: 20 feet
AoE: 1 object or creature
Using this spell an Elementalist is able to determine the colours (i.e. Elements) of all spells present on any one object or creature. Only the colour of spells is returned, not their Mana level. (For example, a typical response would be along the lines of "2 Red, 1 White and 1 Grey").
Enchanted items will return either the colour associated with their function or Grey if their function is not related to any particular Element (such as Augmentation Enchantments, Mana stores, etc.).
This spell cannot be used to determine the colour of an Elementalist, only the colour of any currently operating spells he has up.
"By my power, I strike thee with a dart of [ELEMENT]!" - "MAGICK THROUGH SINGLE!"
Duration: Instantaneous
Range: 20 feet
AoE: 1 creature
The spells [Element] Dart, [Element] Bolt and [Element] Blast each fire a missile of pure magickal energy at their target, which never misses and inflicts direct Magick Through damage of a type appropriate to the Elemental Plane from which it draws its energy. The Element used is that with which the caster has an affinity - for example, an Air Elementalist may only cast Air Darts, Air Bolts and Air Blasts, a Water Elementalist may only cast Water Darts, Water Bolts and Water Blasts, etc.. The power of the different spells varies as follows:
| Spell Level | Spell Name | Magick Through Damage |
|---|---|---|
| 2nd level | [Element] Dart | Single |
| 4th level | [Element] Bolt | Triple |
| 6th level | [Element] Blast | Quint |
The caster should indicate the target by pointing at them and reciting the appropriate verbal, followed by the damage inflicted.
"Elements reveal unto me [THIS/THESE] [OBJECT(S)]'(s) worth!"
Duration: Instantaneous
Range: Touch
AoE: Item(s) of treasure
This spell will reveal to the caster the value of the item(s) it is cast upon, with ±10% accuracy. It will only reveal the value of the materials used and will ignore the value of any magickal or theurgical powers, craftsmanship, artistic merit and cultural or historical significance.
"[ELEMENTALS] of [MY ELEMENT], protect me from [OPPOSITE ELEMENT]!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
This spell provides +3 hits to all locations against attacks from the caster's opposing Element. For example, a Water Elementalist is able to cast a Protection From Fire spell. This spell may also provide additional protection from spells of the appropriate Element, as specified in the relevant spell descriptions.
"With my power I create a glyph, a receptacle for the Elements of the Æthyr - Æthyr enter this shape I now inscribe and imbue it with thy might!" + [ VOCALS FOR SPELL TO BE INSCRIBED ]
Duration: Until triggered
Range: Touch
AoE: 1 rune
This spell enables the caster to bind a Dispel Magick or a Countermagick spell onto any one inanimate item. (If the target item is already Enchanted or Consecrated or under the effects of another spell then this spell will automatically fail.) The glyph Inscribed will remain inactive until a spell is cast at the object it protects; it is then triggered and will act to counter the spell if possible. Only one Antimagick glyph may be placed on an item at any one time.
When a glyph is Inscribed, the caster must expend 3 Mana points for the Inscribe Antimagick spell plus as many additional Mana points as would be required to cast the Dispel Magick or Countermagick spell being Inscribed.
The Antimagick glyph will only attempt to counter spells cast directly at the item on which it is Inscribed (including beneficial spells such as Flameblade). It will not attempt to counter spells with a wider target such as Fluid Form.
"Elements at my command, link us in our task, let our powers join and our Mana meld!" + [ REPEATED VOCALS FOR THE SPELL TO BE CAST ]
Duration: 1 spell
Range: Touch
AoE: 1 of a group of Elementalists
When a number of Elementalists use this spell, they are able to combine their powers and add their casting levels in a particular Element together in order to cast a spell which none of them could cast alone. For example, an Elementalist with the Spell Casting - Fire skill at level 4 and an Elementalist with the Spell casting - Fire skill at level 2 could join in a Mana Meld to cast the sixth level Fire spell Immolate.
The procedure for a mana meld is as follows:
Clearly this is not an easy spell to perform, especially in a combat situation, but it does allow the ritualists to produce some awesome effects.
"Elements, grant me protection from those who would cause me harm!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
This spell gives the caster +2 hits to each location. Besides granting protection against physical damage, this magickal defence will also grant full protection against Magick Through damage, such as that inflicted by spells like Shock, [Element] Dart, etc.. It will not grant any defence against Spirit damage, however.
"By my power I [WALK ON/PASS THROUGH] [OWN ELEMENT]!"
Duration: 1 encounter / 15 minutes
Range: Self
Aoe: Self
This spell allows the caster to walk on or through the Element with which they have an affinity, be it naturally occurring or magickal (e.g. created by a spell), as follows:
| Element | Effect |
|---|---|
| Earth | Character may pass (slowly) though Earth & related substances |
| Air | Character may walk (not run) on Air |
| Fire | Character is unaffected by natural (not magickal) Fire & heat |
| Water | Character may walk over ice & Water, & may breathe underWater |
| Light | Character may walk (not run) on Light |
| Shadow | Character may walk (not run) on Shadow |
The amount and intensity of Light or Shadow required to support the caster are at the GM's discretion.
Note that this spell will also provide protection against certain spells of the appropriate Element, as specified in the relevant spell description.
As the second level (Self) version of the spell, except that the target can be anyone touched by the caster.
"By my power, I strike thee with a bolt of [ELEMENT]!" - "MAGICK THROUGH TRIPLE!"
As the second level [Element] Dart spell, but inflicting a Magick Through Triple hit.
As the third level (Self) version of the spell, except that the target can be anyone touched by the caster.
As the third level Protection II spell, but providing +4 hits per location.
"By my power, I strike thee with a blast of [ELEMENT]!" - "MAGICK THROUGH QUINT!"
As the second level [Element] Dart spell, but inflicting a Magick Through Quint hit.
"By the power at my command, I summon the Element of [ELEMENT]! Let a [ELEMENTAL NAME] appear!"
Duration: 1 encounter / 15 minutes
Range: 20 feet
AoE: 1 Elemental
Material component: Element involved must be present
Somatic compnent: Point to where Elemental is to appear
This spell allows the caster to summon and control one Lesser Elemental from the Elemental Plane with which he has an affinity.
A Lesser Elemental has 4 hits, strikes for Magick Single damage with each of its bare hands, and is able to Gate. It is affected by physical and Magick damage, but is immune to all miracles and Spirit damage. It is immune to spells of its own Element, but takes double damage from spells of its opposing Element. It has low intelligence, and is not able to understand complex commands.
For further details on the summoning and powers of Elementals refer to the tenth level Summon Greater Elemental spell.
"[ELEMENTAL NAME] of [ELEMENT], impart to me thy knowledge, speak and reveal to me thy lore!"
Duration: 5 minutes
Range: 20 feet
AoE: 1 Elemental
This spell enables the caster to converse with an Elemental. While it may be cast on Elementals summoned by a Summon Elemental spell, it may also be used to question the Elementals which naturally inhabit an item or area, or even those powering spell effects, without having to first summon them. The replies of the Elemental can only be heard by the caster.
The areas of knowledge, and memory limitations, of Elementals are:
If an Elementalist uses this spell to talk to an Elemental of an Element other than the one with which he has an affinity then he must pay an additional 1 point of Mana for most Elements and an additional 3 points of Mana for the Element to which he is opposed.
As the third level Protection II spell, but providing +6 hits per location.
"By the power at my command, I summon the Element of [ELEMENT], come forth child of [ELEMENT], I conjure thee! Let an [ELEMENTAL] of [ELEMENT] appear!"
Duration: 30 minutes
Range: 20 feet
AoE: 1 Elemental
Material component: Element involved must be present
Somatic compnent: Point to where Elemental is to appear
The effects of this spell are similar to those of the sixth level Summon Lesser Elemental spell, in that an Elemental is summoned and controlled by the caster. The caster may summon a Medium Elemental from the Elemental Plane with which he has an affinity, or a Lesser Elemental from any Elemental Plane other than the one to which he is opposed.
A Medium Elemental has 6 hits and strikes for Magick Double damage with each of its bare hands. It is affected by physical and Magick damage, but is immune to all miracles and Spirit damage. It is immune to spells of its own Element, but takes double damage from spells of its opposing Element. It has an intelligence roughly equal to that of an average human, and can obey complex commands accordingly.
A Medium Elemental's increased strength enables it to carry extra material with it when it Gates. This material must either be inanimate, or if living must have had a Walk [On/Through] [Element] spell of the same Element as the Gating Elemental cast on it. While the Elemental itself cannot carry Enchanted or Consecrated items with it when it Gates, Enchanted and Consecrated items can be carried by a person being Gated by an Elemental. The Elemental is sufficiently strong to be able to carry one human when Gating, or a mass of similar size and bulk.
For further details on the summoning and powers of Elementals refer to the tenth level Summon Greater Elemental spell.
To create a glyph: "Elements of Earth and Air, Fire and Water, Light and Shadow, enter into this mighty glyph I now inscribe before me! Come forth when I so bid and grant me passage through thy domains, carry me hither unharmed and free from all threat!"
To return to the glyph: "Elements come forth - encircle my body and take me from this place, to where I have bidden thee!"
Duration: Permanent / Instantaneous
Range: Touch / Self
AoE: 1 location / Self
Material component: Inks & powders for glyph, costing 100 hexa
Somatic compnent: Draw glyph / None
With this spell an Elementalist is able to immediately transport himself to a previously prepared place of safety. On learning this spell the Elementalist must use the first vocals given above to create a glyph at some location he thinks suitably safe. At any time thereafter he is able to instantaneously return to that glyph by casting the Sanctuary spell with the second vocal. Glyphs can only be used once, although there is no range limit for returning to a glyph. (Glyphs must, however, be on the same Plane as the caster). Glyphs are personalised, (i.e. only the Elementalist who created a glyph can use it), and an Elementalist may only have one glyph in existence at any one time - if he creates a second glyph then the first immediately loses all its magickal properties, and is useless. Similarly, if a Dispel Magick IX or X is cast on a glyph then it becomes useless, and if an Elementalist subsequently casts Sanctuary in an attempt to return to it then nothing happens (although the Elementalist loses the Mana spent as he would have done had the spell been successful).
The inks and powders used act as an essential focus for the creation of a glyph. If they are removed or moved, then the glyph will move with them. Hence the caster had best make sure that the glyph is in a safe place.
When casting the Sanctuary spell to return to their glyph, the casting Elementalist may take with him any inanimate objects that he can carry. He may also take other willing or unconscious living creatures with him at a cost of 1 Mana per creature, by linking hands in a circle with said creature(s).
"By the power at my command, I summon the Element of [ELEMENT], come forth Lord of [ELEMENT], I abjure the Elements of [OTHER FIVE ELEMENTS] and I conjure thee! Let a [ELEMENTAL NAME] of [ELEMENT] appear!"
Duration: 1 hour
Range: 20 feet
AoE: 1 elemental
Material component: Element involved must be present
Somatic component: Point to where Elemental is to appear
The effects of this spell are similar to those of the sixth level Summon Lesser Elemental spell, in that an Elemental is summoned and controlled by the caster. The caster may summon a Greater Elemental from the Elemental Plane with which he has an affinity, or a Lesser Elemental from the Elemental Plane to which he is opposed, or a Medium Elemental from any one of the other four Elemental Planes.
A Greater Elemental is composed of pure Elemental energy. It has 10 hits and strikes for Magick Through Triple damage with each of its bare hands. It is immune to physical attacks, and can only be harmed by Magick damage. It is immune to all miracles and Spirit damage. It is immune to spells of its own Element, but takes double damage from spells of its opposing Element. It is extremely intelligent, and able to understand and obey any commands its summoner gives it.
The strength of a Greater Elemental is sufficient to allow it to carry two humans, or material of similar mass and bulk, when Gating, subject to the same limitations as Medium Elementals. (Refer to the eighth level Summon Medium Elemental spell for details.)
Restrictions on summoning any Elemental are as follows:
Elementals are able to 'Gate' (teleport) to their own Elemental Plane, then return to our Plane, in effect allowing the Elemental to 'blink'. To do this there must be a sufficient quantity of its Element at both its departure and destination points, and the destination point must be within 20 feet of the summoning Elementalist. While returning to its own Plane and any movement while there is virtually instantaneous, a short 'phasing in' period is necessary while the Elemental returns to our Plane. In this period the Elemental can be damaged and affected by anything normally able to do so, but is itself capable of taking no action (including changing its mind about Gating in).
[In game terms, the monster playing the Elemental moves from the point of his departure to the point of his return while holding his hand in the air to indicate that he is not present. Upon time in, that person must drop his hand and say "Gate, one, two." to simulate the 'phasing in' period, during which time he can be attacked but cannot act.]
As noted in their descriptions, Elementals have no spirit, so are immune to the effects of all miracles, and take no damage from theurgical effects. They are not capable of perceiving purely spiritual creatures at all, including incorporeal undead and Lorewardens under the effect of a Discorporate miracle.
Elementals are also immune to all spells deriving power from their Elemental Plane of origin, but take double damage from spells based on the Element to which they are opposed. For example, a Gnome is completely unaffected by spells such as Earth Bolt, Increase Gravity and Earthquake, takes normal damage from spells such as Wall Of Fire and Fire Storm, and takes double damage from spells such as Air Bolt and Thunderclap. Note that a Protection From [Element] spell will provide its full defence against Elementals of that Element.
When two Elementals fight they damage each other normally, unless they come from opposing Elemental Planes, in which case both Elementals are immediately destroyed, regardless of their relative power. For example, if a Lesser Sprite and a Greater Shade come into contact, then both will instantly cease to exist.

"By the powers of the Element of Earth, reveal unto me where [OBJECT] may be found!"
Duration: Instantaneous
Range: 20 feet
AoE: 1 object
If the object specified in the vocal is within 20 feet of the caster, then this spell will make its exact location known to him. If the object is not in range when the spell is cast then this spell has no effect and is wasted. The spell indicates all such items within its range.
"Gnomes of Earth, enter into this [OBJECT] and cause it to [VERB]!"
Duration: Instantaneous
Range: Touch
AoE: 1 mechanism
This spell will cause any one mechanism of up to 27 cubic feet in volume to act as specified in the vocal. A mechanism can only be made to act in a way in which it is designed to operate, such as a door opening or closing. As the caster must touch the object he casts this spell on, he will suffer the full effect from any traps he discharges.
"By the powers of Earth I bid that [OBJECT] be warped!"
Duration: Instantaneous
Range: Touch
AoE: 1 wooden object
This spell will render a single wooden object deformed and useless, such as a door, the haft of a weapon, etc.
This spell has no effect upon Enchanted or Consecrated items or holy symbols.
"By the powers of Earth I reshape this [OBJECT] into a [REQUIRED OBJECT]!"
Duration: Instantaneous
Range: Touch
AoE: 1 object
This spell enables the reshaping of one Earth-based object or body of material into any other desired shape of equal volume. For example, a rock could be turned into a stone axe. This spell may also be used to negate the effects of a Warp spell.
This spell has no effect upon Enchanted or Consecrated items, holy symbols or items made of blackalt.
"By the powers of the Element of Earth I call forth a Gnome to inhabit this rope and do my will!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: 1 rope
This spell will cause a single length of rope to do the caster's bidding (e.g. tie itself to the top of a ridge, wrap itself around an object, etc.). The caster must remain in physical contact with some part of the rope at all times, or the spell is broken. If the rope is commanded to wrap itself round an animate object or creature then the victim may resist, and if the rope is severed then only the section still touched by the caster may be commanded for the remainder of the spell's duration.
"Gnomes of Earth, reach out and trip that person!"
Duration: Instantaneous
Range: 20 feet
AoE: 1 creature
This spell causes a single creature to catch its foot on some obstruction and fall down. No damage is done to the creature by this fall, although other damage may be done if, for example, the spell causes them to fall off the edge of a cliff. The spell does not prevent the Tripped creature from getting up again.
As the first level (Touch) version of the spell, except with a range of 20 feet.
"Gnomes of Earth, disguise my form from prying eyes!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
With this spell the caster can alter his appearance so that he becomes indistinguishable from whatever part of his surroundings he wishes to disguise himself as (e.g. a night goblin in a crowd of night goblins, a tree in the forest, etc.). The caster may only assume shapes of approximately his own size and mass. Only one change is permitted, at the start of the spell, and the caster retains his altered appearance until the spell expires or is Dispelled.
While Chameleoned the caster may move and act as he wishes (including casting spells) without disturbing the image formed by the spell. Note that some special abilities of the creature to which the caster has Chameleoned may be unavailiable to him (e.g. someone Chameleoned to appear as an angel would seem to have wings, but couldn't fly without the assistance of a Flight spell).
"Gnomes of Earth, command those plants to entangle that [CREATURE]!"
Duration: 1 encounter / 15 minutes
Range: 20 feet
AoE: 1 creature
This spell causes all plants near the victim to wrap themselves around the victim's legs, effectively binding him to the spot. The plants may be cut through (or torn off if the victim spends at least one level of the Strength skill or equivalent), but this will take at least 1 minute per leg to the exclusion of all other activity, and no more than 1 person at a time can cut through the plants around each leg. This spell will be blocked by a Protection From Earth, Walk Through Earth or suitable Countermagick spell.
"Gnomes of Earth go forth and hold fast this [OBJECT]!"
Duration: Permanent
Range: Touch
AoE: 1 object
This spell will cause one object that is normally openable, such as a door (which need not have a lock already) or a lid (which need not have hinges) to be bound firmly shut. For the spell to have any effect its target object must be closed at the time of casting (an open door will be neither closed nor jammed in an open position by this spell). A Magickally Locked object can only be opened by negating the Magickal Lock with a Dispel Magick III spell or greater, or by physically breaking open the object.
"By the powers of the Element of Earth I magnetise that [OBJECT] to that [OBJECT]!"
Duration: 1 encounter / 15 minutes
Range: 20 feet
AoE: 2 objects
This causes any one metallic object within 20 feet of the caster (e.g. a breastplate or a sword) to be irresistibly drawn and held to a second (possibly non-metallic) inanimate object or, if no second object is specified in the vocal, to the ground. All metals can be affected by this spell, including ones that are normally non-magnetic (e.g. brass, copper or blackalt). While this spell cannot be cast on an Enchanted or Consecrated item or a holy symbol, the second object can be any item at all within 20 feet of the first.
As the second level (Touch) version of the spell, except with a range of 20 feet.
As the second level (Touch) version of the spell, except with a range of 20 feet.
"Let the powers of Earth grant this [OBJECT] voice that I may glean its secrets!"
Duration: 5 minutes
Range: Touch
AoE: 1 object
This spell enables the caster to ask simple questions of a single item with regard to its function. The answers are limited to the perception of the object upon which the spell is cast. The intellignece of the object so questioned varies according to the object's complexity, e.g. a lock will be very clever, but a hammer less so. An object will usually know everything about itself, and attempt to answer truthfully.
As the third level (Self) version of the spell, except that the target can be anyone touched by the caster.
"Let a Gnome of Earth take up its spade and mould the Earth at my command!"
Duration: Up to 5 minutes
Range: 20 feet
AoE: 1 hole
This spell will destroy up to 27 cubic feet of earth or stone to form a hole of shape determined by the caster. Larger holes can be made by expending more Mana, at a cost of one extra Mana point for every additional 27 cubic feet of hole. Holes dug in this way cannot be Dispelled. Only single holes can be dug with this spell, so if the caster wanted two holes of 10 cubic feet each, then he would have to either cast the spell twice or connect them.
As the third level (Touch) version of the spell, except with a range of 20 feet.
"Gnomes of Earth, imbue my skin with the strength of steel!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
When this spell is cast, the caster gains +5 hits to each location. These hits are cumulative with those granted by any armour the caster is wearing.
"Let the Gnomes of Earth rise up and stand before me!"
Duration: 1 encounter / 15 minutes / permanent
Range: Touch
AoE: 1 stone wall
This spell creates a stable stone wall, in the shape desired by the caster. The Wall created is up to 100 square feet in area, and larger walls can be created by expending one extra Mana point per additional 20 square feet of Wall desired. The Wall can take up to 25 hits from a mining tool (e.g. a pickaxe), 50 hits from blunt weapons or 100 hits from magick or edged weapons before collapsing. Spirit damage has no effect on it.
If 10 or more Mana points are spent in the Wall's creation, then it becomes a permanent wall of natural stone, which cannot be Dispelled but may be destroyed by physical damage as normal.
"Gnomes of Earth imbue this staff with power. Let your power come forth that none may stand!"
Duration: 30 seconds
Range: Centred on caster
AoE: 20 foot radius
When this spell is cast, an Earth Tremor is created which will knock down all creatures within 20 feet of the caster. They may only stand up again when outside the area of effect or when the spell expires.
Creatures under the effect of a Protection From Earth, Walk Through Earth or suitable Countermagick spell are immune to the effects of this spell.
As the fourth level (Self) version of the spell, except that the target can be anyone touched by the caster.
"Gnomes of Earth enter into my body and grant me your strength, imbue my thews with thy power so that none may stand before me!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
This spell will give its caster +1 Strength, enabling him to do extra damage, lift heavier weights, etc. As the strength increase is magickal, it is cumulative with that granted by the Strength skill and similar sources. Someone under the effects of this spell will be able to do Single damage with their bare hands, but this spell does not give the caster the ability to do Magick damage.
"Gnomes of Earth, enter this [OBJECT], grant it Earthpower that it may move!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: 1 object
This spell causes a single tree, statue or similar inanimate object to Animate and perform simple tasks set by the caster. Any object of an Earth-based material may be Animated, but it cannot fight unless it has "limbs" to strike with. The basic Animate spell will only affect objects of volume 27 cubic feet or less, but if extra Mana is used then larger objects can be Animated and the resulting Animated object will have more hits.
General guidelines on powers for Animated objects are:
| Material | Hits | Damage | Extra volume/Mana | Extra hits/Mana |
|---|---|---|---|---|
| Wood | 1 | Single | 45 cubic feet | 5 |
| Earth | 1 | Double | 27 cubic feet | 3 |
| Iron | 2 | Single | 27 cubic feet | 5 |
| Stone | 2 | Double | 18 cubic feet | 3 |
Note that any extra hits are due to the Animated object's increased volume and not the extra Mana used - a stone statue of 27 cubic feet or less can only have 2 hits regardless of the amount of Mana spent. It is only possible to Animate one single object - for this purpose a suit of armour counts as many objects and thus could not be Animated.
As the fifth level (Self) version of the spell, except that the target can be anyone touched by the caster.
"By the might of Earthpower, grant the Gnomes [AROUND ME/UNDER THAT CREATURE] vigour, that they may pull more strongly!"
Duration: 5 minutes
Range: Centred on caster / 20 feet
AoE: 20 foot radius circle / 1 creature
This spell may be used in one of two ways.
In the first version, all creatures within (or above) a 20 foot radius circle centred on the caster's position at the time of casting are pulled to the ground, and for as long as they remain within the area may only move by crawling on their hands and knees. They are still capable of fighting, but can only do so extremely slowly, and must remain on their knees while doing so. Any creatures flying over the area are also pulled to the ground, taking damage at the GM's discretion.
Alternatively, the caster may choose to affect a single creature with this spell - that creature is dragged to the ground if flying, (taking damage at the GM's discretion,) may only move by slowly crawling around on their hands and knees, and while still capable of fighting can only do so extremely slowly, and must remain on their knees while doing so (due to the weight of their weapon, armour, limbs, etc.).
The Strength skill and similar bonuses cannot be used to counteract the effects of this spell, but a Protection From Earth, Walk Through Earth or suitable Countermagick spell will provide complete immunity.
"Lords of Earthpower, imbue this staff with thy wrath, [THWACK] let stone shear, soil churn and the Earth quake! Gnomes of Earth, despoil thy domain!"
Duration: 5 minutes
Range: Centred on caster
AoE: 60 foot radius circle
When this spell is cast, the ground in a 60 foot radius circle centred on the caster is shaken by violent earth tremors. These tremors cause the earth to open, trees to fall, etc., and will do considerable damage to any structures in the area (they may well destroy any small or poorly built buildings). All creatures within this area (except the caster) will find it impossible to keep their footing and, because of being continually hit by falling debris, crushed in opening and closing fissures, etc. will take a Single hit to a random location for every 30 seconds spent within the area. A Walk Through Earth spell will provide immunity to these effects, but a Protection from Earth or Countermagick spell will not.
"By the will of the Elemental Earth Lord Ghöb, let thy soul be entrapped in stone. Let thy feet be as peat, thy blood as mud, thy bone as stone and thy skin as tin, forevermore!"
Duration: Permanent
Range: Touch
AoE: 1 creature
This powerful spell instantly turns the target's body to stone, including his clothing and armour. Weapons and other possessions may or may not be affected at the GM's discretion. While turned to stone the body is impervious to most physical harm, although a determined attack with hammer and chisel might remove the odd extremity and the target is still susceptible to Magick and Spirit damage. The target is incapable of speech or movement, but is still aware of his surroundings, and can be communicated with by use of the Talk To Inanimate skill or spell. This spell cannot be Dispelled, and can only be negated by the tenth level Stone To Flesh spell.
"By the will of the Elemental Earth Lord Böhg, free this soul from its encasement. Let the iron heart strike fear into its foes, the ivory flesh become blood and bone, free this mind free its shackles of stone!"
Duration: Permanent
Range: Touch
AoE: 1 stone statue
This spell may only be cast upon a stone statue.
If the statue was previously a victim of the Flesh To Stone spell, then that victim becomes living flesh and bone once more. They do not suffer any aftereffects from their transformation, but do suffer the full effects of any magickal, spiritual or material damage which was inflicted upon them while they were a statue. (For example, if the statue's limb was broken off, then the person will be missing that limb when restored to flesh, and may start losing blood from the wound.)
If the statue was not a victim of a Flesh To Stone spell, then it becomes a living creature identical in appearance to its statue form, with the mind of a typical creature of its type and the powers and abilities of a starting first level Earth Elementalist character. This creature has no spirit, and hence is immune to all miracles and spiritual effects in the same manner as an Iaché is.

"Sylphs of Air, slow my fall!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
This spell prevents the caster from taking any damage from any falls during the spell's duration (except in unusual circumstances when the character falls extreme distances, in which case the GM will arbitrate).
"By the powers of Air, I bid that [OBJECT] be mended!"
Duration: Instantaneous
Range: Touch
AoE: 1 object
This spell will repair any one object that has been broken. It will negate the effects of a Shatter, Rust or Warp spell, but has no effect on an item which has been destroyed by a Melt spell.
The spell may also be used to repair a single point of armour on any one location.
"By the powers of Air, I bid that [OBJECT] be shattered!"
Duration: Instantaneous
Range: Touch
AoE: 1 object
This spell will instantly destroy any one object, shattering it into a doezn or more broken fragments.
This spell has no effect upon Enchanted or Consecrated items, holy symbols or items made of blackalt.
Jump (Self)
"Sylphs of Air, take me there!"
Duration: Instantaneous
Range: 20 feet
AoE: Self
This spell allows the caster to make one jump of up to 20 feet, as per the Acrobatics skill. During this jump they cannot be hit or obstructed. Note that it is generally impossible to Jump in low ceilinged rooms and caverns, and a Jump spell does not allow the caster to bypass any Wards or similar effects, although they may be able to Jump over Walls, Freezing Fogs and similar effects at the GM's discretion.
As the first level (Touch) version of the spell, except with a range of 20 feet.
As the first level (Touch) version of the spell, except with a range of 20 feet.
"Embodiment of Air, come to me and shield me from harm!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
This spell will create an invisible shield formed of Air which gives the caster +3 hits to their Body location and complete immunity to all non-magickal missiles shot at them.
As the first level (Self) version of the spell, except that the target can be anyone touched by the caster.
"By the powers of Air at my command I bid that [CREATURE/OBJECT] be pushed!" - "PUSH 20 FEET!"
Duration: Instantaneous / 5 minutes
Range: 20 feet
AoE: 1 gust of wind
This spell generates a blast of air that will push a single creature within 20 feet of the caster 20 feet further away, and will also extinguish all open flames in its path, such as candles and torches and small fires.
Alternatively, the spell may be used to move any one inanimate object within 20 feet that the caster would be able to push by himself. The object is moved about at the caster's command, and may leave the ground and fly through the air at up to a walking pace. This version of the spell lasts for up to 5 minutes.
"Sylphs of Air, infuse my limbs with thy great speed!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
This spell gives its caster great speed and agility, providing him with 2 bonus dodges (as per the Dodge skill) and a single use of the Disengage skill, all of which are lost if not used by the time the spell expires.
Alternatively, instead of using the Disengage himself, this spell may be used to chase after someone else who has used the Disengage skill while fighting the caster, without having to wait for the usual five seconds before doing so.
When in a non-combat situation, the caster is able to run at twice their normal speed for the duration of this spell. This will not increase the rate at which someone under the effects of a Walk On Air, Walk On Water, Walk On Light or Walk On Shadow spell can move on their Element.
"I summon forth a Sylph to convey my messages to and from this person here!"
Duration: 1 encounter / 15 minutes
Range: Touch / 100 yards
AoE: Caster and 1 other person
This spell forms a link between the caster and a chosen individual who must be touched when the spell is first cast. The link allows whispered conversation between the two, up to a maximum range of 100 yards.
[To simulate the effects of this spell in game, messages my be passed between the two by the GM.]
"Sylphs of Air I conjure thee, grant me the power of flight!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
The caster gains the ability to fly through the air as he wills, at a speed up to his maximum running speed. The spell ends if the caster touches the ground at any point.
[While flying more than a few inches above the ground, the caster should either call out "Flying!" or call out their height above the ground in yards.]
As the second level (Self) version of the spell, except that the target can be anyone touched by the caster.
As the third level (Self) version of the spell, except that the target can be anyone touched by the caster.
"Sylphs of Air I call thee forth into this place as a wall of force!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: 1 wall up to 100 square feet
This spell generates a forcewall of any shape desired by the caster and up to 100 square feet in area, which is only visible as a faint shimmering in the air. The Wall is an impenetrable barrier that cannot be breached by any physical means, and lasts until it is Dispelled or the spell's duration ends. Besides the caster, Air Elementals, creatures under the effect of a Walk On Air spell and creatures of pure spirit (such as incorporeal undead and Lorewardens under the effect of a Discorporate miracle) may move freely through the Wall, but nothing else can pass it, even by Gating or Blinking. No spells or magickal effects can penetrate the Wall, but miracles and theurgical effects ignore it entirely.
"Sylphs of Air I conjure thee, enter that person and make his Air leave him, now!" - "ASPHYXIATE 30 SECONDS!"
Duration: 30 seconds
Range: 20 feet
AoE: 1 creature
This spell will cause its victim to become helpless for 30 seconds, as if after a severe winding. While under the influence of this spell, only choking and gasping and feeble attempts at movement are possible.
As the fourth level (Self) version of the spell, except that the target can be anyone touched by the caster.
As the second level Jump (Self) spell, except with a range of up to 60 feet.
"By the powers of Air at my command, I bid that person be struck dumb!" - "SILENCE 15 MINUTES!"
Duration: 1 encounter / 15 minutes
Range: 20 feet
AoE: 1 creature
This spell will strike a single creature dumb for 15 minutes, rendering them unable to cast spells or miracles (or to perform any other activity requiring speech).
"Sylphs of Air go forth at my command, surround my foe and restrain his limbs, cause him to move with great slowness!" - "SLOW 15 MINUTES!"
Duration: 1 encounter / 15 minutes
Range: 20 feet
AoE: 1 creature
The victim of this spell is forced to move extremely slowly, no faster than a zombie. Both speed of travel (i.e. walking and running) and movement speed (e.g. fighting, picking objects up) are greatly reduced, and the creature should act appropriately.
"Imps of slumber, enter into that person's mind, veil his thoughts and make him sleep!" - "SLEEP 15 MINUTES!"
Duration: 1 encounter / 15 minutes
Range: 20 feet
AoE: 1 creature
This spell will cause its victim to fall into a deep and unbreakable sleep. The victim will only wake once the spell has expired or if a Dispel Magick VII or greater is used to negate the Sleep spell. There are no aftereffects when the victim wakes.
"Sylphs of Air, imbue this blade with thy power! Make it dance and weave at my command! By my power and the mighty powers of Air, I bid thee, blade, to dance!"
Duration: 1 encounter / 15 minutes
Range: 20 feet
AoE: 1 sword
Material component: a miniature silver sword
This spell will turn a normal single-handed edged weapon into a +2 magickal dancing weapon. The caster need not be touching the weapon when initially casting the spell, and after that the weapon will strike and parry as the caster mentally directs, and move backwards and forwards at his command. If at any time the caster drops the miniature sword which was used to cast the spell, loses sight of the Dancing Blade, or is more than 20 feet away from the Dancing Blade, then the weapon falls lifeless to the floor and the spell ends.
The Dancing Blade will inflict Magick Triple damage, and may also be coated with blade venoms and other potions. The blade will receive damage bonuses from any levels of the Weapon Mastery (Dancing Blade) skill which the caster possesses, but cannot receive any bonuses from the caster's possession of any other Weapon Mastery skill, the Strength skill, or similar sources.
Anyone under the effects of a Protection From Air, Walk On Air or suitable Countermagick spell cannot be hit by a Dancing Blade.
[To simulate the effects of this spell in game, the weapon representing the Dancing Blade should be wielded by a monster at the caster's command.]
"By the powers of Air and rolling thunder, I call upon the power of the father of storms, Sylphs strike now!"
Duration: Instantaneous
Range: Self
AoE: 20 foot radius circle
This spell creates a many forked bolt of lightning which strikes down from the sky (or from the roof or ceiling, if underground or indoors) to hit the ground in an area around the caster. All creatures within 20 feet of the caster take a Magick Through Quint hit and are knocked to the ground.
As the fourth level Wall Of Force spell, but permanent. A Dispel Magick X spell will temporarily negate a Permanent Wall Of Force, but the Wall will reappear at the end of 1 encounter / 15 minutes.

"By the powers of the Element of Fire, I bid that [OBJECT] burn!"
Duration: Instantaneous
Range: 20 feet
AoE: 1 object
This spell causes any one flammable object to burn. The spell will ignite clothes, but will not harm the wearer if they immediately smother the flames (which will take about ten seconds). Otherwise, someone with burning clothes takes a Single hit of non-magickal fire damage to that location every ten seconds until the clothes are put out.
The effects of igniting other objects are at the GM's discretion
"Into my hand I call forth Fire!"
Duration: Instantaneous
Range: Touch
AoE: 1 creature
After casting this spell, the caster has five seconds in which to touch someone with their weapon hand. When they do so, that person or creature takes a Magick Through Double hit to the location touched. If the caster does not touch anyone within five seconds of casting, then the spell expires and is wasted.
"By the powers of Fire, I bid that [OBJECT] be heated!"
Duration: 5 minutes
Range: 20 feet
AoE: 1 metal object
This spell causes a single metal object of up to 27 cubic feet in volume to become glowing red hot. If the object is worn or handled when heated, then the wearer takes a Single hit of non-magickal heat damage every 30 seconds to a random location in contact with or covered by the object, until the object is removed or the spell duration expires. Monsters will usually drop a heated weapon. Suits of ring mail and chainmail armour each count as being a single object for the purposes of this spell, while half-plate and full plate armour counts as being one object per location. When the spell expires the item which was heated is unharmed.
This spell has no effect upon Enchanted or Consecrated items, holy symbols or items made of blackalt.
"Salamanders of Fire I conjure thee, imbue this blade with flame!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: 1 edged weapon
When a normal edged weapon has Flameblade cast on it, it bursts into flame and becomes a +1 magickal flaming weapon. (For example, a normal sword with a Flameblade cast on it will go from inflicting Single damage to inflicting Magick Double damage.) The Flameblade cannot be used to carry blade venom or other potions, but any damage inflicted by the weapon counts as magickal, and the damage bonus is cumulative with other bonuses provided by skills such as Strength and Weapon Mastery. Furthermore, the blade may ignite flammable materials with which it comes into contact, and provides as much light as a flaming torch.
If a Flameblade and a Frostbrand come into contact then mutual negation occurs and both spells are automatically Dispelled.
"Salamanders I conjure thee, concentrate thy power into that [OBJECT] and make it melt!"
Duration: 5 seconds
Range: 20 feet
AoE: 1 metal object
This is a more powerful version of the third level Heat Metal spell, which causes a single metal object of up to 27 cubic feet in volume to melt and liquefy. If the metal object is being worn or held, then all locations in contact with the metal take a Single hit of non-magickal heat damage. If an object has Melt cast on it and the Melt is then Dispelled within 5 seconds then the object remains intact and no damage is taken, although the object may be affected in some way at the GM's discretion (e.g. the temper of a sword may be harmed). As with Heat Metal, suits of ring mail and chainmail armour each count as being a single metal object for the purposes of this spell, while half-plate and full plate armour counts as being one metal object per location.
This spell has no effect upon Enchanted or Consecrated items, holy symbols or items made of blackalt.
"Salamanders of Fire I conjure thee, stand before me as a wall of flame!"
Duration: 1 encounter / 15 minutes / Permanent
Range: Touch
AoE: 1 wall of up to 100 square feet in area
This spell brings into being a Wall Of Fire up to 100 square feet in area. The Wall appears in the shape desired by the Elementalist, under the restrictions that at least one edge of it must be in contact with the earth and none of it may be in contact with a body of water.
Anyone touching the Wall takes a Magick Through Double hit to the location in contact, and anyone jumping through the Wall takes a Magick Through Single hit to each location, or a single Magick Through Quint hit if they are a monster without locational hits. All Undines and Water Elementals are automatically destroyed by contact with the Wall, but if the Wall comes into contact with a Medium or Greater Water Elemental then the Wall will also be destroyed.
If ten points of Mana are spent in creating the Wall OF Fire, then it becomes permanent, and may only be destroyed by a Dispel Magick X spell or by contact with a Greater Water Elemental - a Medium Water Elemental will be destroyed on contact without affecting the Wall.
"Salamanders I conjure thee, enter his body, make his blood and his flesh BURN!"
Duration: 5 minutes
Range: 20 feet
AoE: 1 creature
When this spell is cast, its victim's very flesh begins to burn, inflicting a Magick Through Single hit every 30 seconds for the duration of the spell to the location chosen by the caster, accompanied by extreme pain. If the victim is able to find and immerse themselves in a sufficiently large body of water then the spell will cease to inflict damage for as long as the affected location remains immersed.
"Salamanders of Fire I conjure thee, dance about my flesh, make my body burn with flame that none may approach me!"
Duration: 5 minutes
Range: Self
AoE: Self / 5' radius circle
When an Elementalist casts this spell their body is surrounded by fiercely burning flames which will lash out and inflict a Magick Through Single hit of fire damage to all within 5 feet of them. This damage is taken once for every 30 seconds a creature remains within the area of effect. When a creature enters the area they will be affected by the damage at the beginning of each period. The caster and all his possessions are unaffected by the flames and immune to damage from normal non-magickal fire for the duration of the spell.
"Salamanders of Fire I conjure thee, materialise before me, form thyselves into a blade of great power that I may smite my foes!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: 1 sword
This spell creates a magickal greatsword of pure Fire which inflicts Magick Through Triple damage to everyone it strikes. The caster does not need to possess the Two-Handed Weapon skill in order to wield this blade, but must still use both hands to do so.
Although insubstantial and unaffected by armour, the blade may still be parried normally by any weapon. The sword cannot be used to carry blade venom or other potions, cannot be Disarmed, and cannot be used by anyone other than the caster - as soon as the caster lets go of it with both hands the spell ends. The caster cannot gain any damage bonus from the Strength skill or similar sources while using the sword, but will gain the usual damage bonus from any levels of the Weapon Mastery (Sword Of Power) skill that the caster possesses.
The sword may ignite flammable materials with which it comes into contact at the GM's discretion, but cannot harm the caster or his possessions. It provides as much light as a flaming torch, and will automatically destroy any Frostbrand on contact.
"By the powers of the element of Fire, be thou burned, be thou scorched, be thou charred!" - "MAGICK THROUGH EIGHT!"
Duration: Instantaneous
Range: 30 feet
AoE: 1 creature
This spell inflicts a Magick Through Eight hit of fire damage to its target.
"I call upon the powers of the Elemental Lords of Fire, let a Salamander enter my body that it may protect me and punish with Fire all those who defile me!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
When an Elementalist casts this spell upon himself, his body becomes imbued with Fire. Anyone striking the Elementalist receives reciprocal damage equal to the amount they inflict, as Magick Through damage to their weapon arm (half to each arm if a two-handed weapon is being used).
(For example, someone striking the caster for a Quad with a greatsword will take a Magick Through Double to each arm.)
The caster is also made immune to all damage from fire, whether natural or magickal in origin, for as long as the spell lasts.
"Elemental Lords of Fire, I call upon your power, send forth a torrent of fire to sear and char mine enemies, let them be engulfed in a FIRE STORM!"
Duration: Instantaneous
Range: Self
AoE: 20 foot radius circle
This spell conjures a huge ball of flame, which roars out from the casting Elementalist to engulf all those around them. While the caster and their possessions are unaffected, all other creatures within 20 feet of the caster each take a Magick Through Seven hit of fire damage. Note that armour is effective against this explosion.

"By the powers of Water, I cause this [LIQUID] to become brackish and tainted!"
Duration: Instantaneous
Range: Touch
AoE: Up to 27 cubic feet of liquid
When cast, this spell causes any single body of liquid of up to 27 cubic feet in volume to become brackish and poisonous. Anyone who drinks this liquid will suffer a Single hit of poison damage every 30 seconds for the next 2 minutes, or until an Antidote Potion is drunk or a Neutralise Poison miracle is cast upon them. The unpleasant smell of the affected liquid will be readily apparent. Alchymycal Potions and Enchanted or Consecrated liquids are unaffected by this spell.
"Undines I command thee, remove impurity and make this [LIQUID] fresh!"
Duration: Instantaneous
Range: Touch
AoE: Up to 27 cubic feet of liquid
This spell will remove all contamination from any single body of water-based liquid of up to 27 cubic feet in volume, including natural poisons, diseases and impurities. Alchymycal Potions and Enchanted or Consecrated liquids are unaffected by this spell. This spell will negate the effects of a Contaminate Water spell.
"By the powers of Water I bid this [OBJECT] be renewed!"
Duration: Instantaneous
Range: Touch
AoE: 1 metal object
This spell will render up to 27 cubic feet of rusty or tarnished metal as good as new, free of rust and freshly polished in appearance. This spell will negate the effects of a Rust spell.
"Undines of Water I ask thee to infest and rust that [OBJECT]!"
Duration: Instantaneous
Range: Touch
AoE: 1 ferrous object
This spell causes a single piece of ferrous metal of up to 27 cubic feet in volume to become rusted and useless. A Rusted weapon will break the first time it hits something, inflicting half its usual damage for that first hit, and a Rusted piece of armour will fall to pieces the first time it is hit, providing half its usual protection for that first hit. Suits of ring mail and chainmail armour each count as being a single piece of metal for the purposes of this spell, while half-plate and full plate armour counts as being one piece of metal per location.
This spell has no effect upon Enchanted or Consecrated items, holy symbols or items made of blackalt.
As the first level (Touch) version of the spell, except with a range of 20 feet.
"By the power of the element of Water let this Water freeze into a splinter of ice!"
Duration: 1 encounter / 15 minutes / Instantaneous
Range: Touch / 20 feet
AoE: 1 dagger-sized splinter
This spell forms a dagger of ice which acts as a +0 magick weapon. The Ice Splinter can be wielded by people other than the caster. It will inflict Magick Single damage, plus any bonuses from Strength skills, the Weapon Mastery (dagger) skill and similar sources. It cannot be used to carry blade venom or other potions, and cannot have any other spells cast upon it. At the end of the spell's duration it melts away.
At any point during the spell's duration, the Ice Splinter may be thrown at a single opponent within 20 feet, automatically striking them for a Magick Double hit. When thrown, the Ice Splinter will immediately melt away after hitting its target.
As the first level (Touch) version of the spell, except with a range of 20 feet.
As the first level (Touch) version of the spell, except with a range of 20 feet.
"By the powers of Water at my command, let this Water be frozen!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: Up to 27 cubic feet of water
This will freeze a single body of water, of up to 27 cubic feet in volume, into ice for the duration of the spell. The water freezes into whatever shape it happened to be in when the spell was cast. Volumes of water greater than 27 cubic feet can be affected by expending one extra point of Mana for every additional 27 cubic feet to be frozen.
"By the powers of Water at my command I bid that [OBJECT] be bound!"
Duration: 1 encounter / 15 minutes
Range: 20 feet
AoE: 1 object
This causes two objects to be bound together for the duration of the spell. One object should be specified in the vocal, and the next object it touches (or any one object of the caster's choice already in contact with it) is stuck to it by a powerful glue. Typical uses for this spell include sticking boots to the floor ("those feet" can be specified as the object in the vocal in this case) and weapons to sheaths (provided some part of the weapon or sheath can be seen).
"Undines of Water I conjure thee, imbue this ice with the strength of steel!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: Any single body or object of ice
This spell will affect any volume of ice, giving it the strength and flexibility of steel. Ice hardened with this spell (including weapons carved from ice) is treated as magickal, will inflict Magick damage if used as a weapon, and will not melt unless exposed to intense heat.
"Undines of Water, by my command let the ground become as polished glass, an unsafe footing for all who pass!"
Duration: 5 minutes
Range: 20 feet
AoE: 20'x20' square of ground
This spell spreads a sheet of smooth ice over a 20 foot by 20 foot area. Anyone other than the caster attempting to move on this ice will fall over and be unable to regain their footing until they have left the area, unless they are wearing crampons or under the effect of a Walk On Water spell. Crawling carefully and slowly over the ice is possible, but fighting on the ice isn't.
"I call forth from the Elemental Plane of Water an Undine to do my bidding!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: 1 Undine
When cast this spell summons an Undine, a lesser variety of Water Elemental which has 5 hits and inflicts Magick Single damage with each of its bare hands. The Undine will obey any command given by its summoner, but must at all times remain within 20 feet of both a body of water and the summoning Elementalist. Undines summoned with this spell have very low intelligence, (they can only obey very simple commands, basic conditional commands are just possible,) are afraid of fire and are not sufficiently powerful to be able to 'Gate'.
If the Undine comes into contact with a Sword Of Power, Wall Of Fire or Fire Elemental then it is instantly destroyed, although a Fire Elemental which contacts an Undine will also take a Magick Through Double hit. If an Undine comes into contact with a Flameblade then the Undine is destroyed and the Flameblade spell is automatically Dispelled.
"Undines of Water I call thee forth, congeal and freeze as a wall of ice!"
Duration: 1 encounter / 15 minutes / Permanent
Range: Touch
AoE: 1 wall up to 100 square feet in area
This spell generates a stable Wall of hardened ice of up to 100 square feet in area, which appears in any shape desired by the caster. The Wall can take 16 hits of magickal fire damage or 75 hits of other magickal or physical damage before being destroyed, and is immune to spiritual damage and theurgical effects. The caster may increase the resilience of the Wall by spending more Mana, giving the Wall the ability to withstand an extra 4 hits of magickal fire damage or 40 hits of other damage per additional Mana point spent.
If 10 Mana points are expended when creating the Wall then it becomes permanent and immune to all damage. A permanent Wall Of Ice cannot be affected by anything short of a Dispel Magick X spell, which will instantly destroy it.
"Undines of Water I conjure thee, enter my body, suffuse my limbs and give me the power of thy fluid form!"
Duration: 1 encounter / 10 minutes
Range: Self
AoE: Self
This spell transmutes the caster and all his possessions into a magickal fluid with the appearance of water and the consistency of mercury, capable of flowing wherever water could flow, even uphill. While in Fluid Form the Elementalist cannot cast spells or make attacks, but neither can he be hurt by normal means (only fire, Magick damage and Spirit damage will still affect him). Contact with a burning torch will inflict a Single hit of damage to someone in Fluid Form, while larger fire sources will inflict damage at the GM's discretion. The caster may end the spell at any time of his choosing.
"Undines of Water I conjure thee, by thy power I call upon the Waters to freeze as a blade of cold in my hand!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: 1 sword
From a minimum quantity of 1 quart of water this spell will form a +1 magickal sword made entirely of ice. The Frostbrand may be wielded one handed for Magick Double damage or two-handed for Magick Triple damage. It may not be used to carry blade venoms or other potions, but any bonuses gained from the Strength skill and similar sources will apply, as will any levels of the Weapon Mastery (Frostbrand) skill. The Frostbrand cannot be Disarmed, but will melt away into nothingness at the end of the spell's duration or if the caster ever lets go of it with both hands.
If a Frostbrand comes into contact with a Flameblade then both spells are instantly Dispelled.
"By the powers of Water at my command let the atmosphere be chilled, let Waters freeze, let breath be cold and heat banished!"
Duration: 5 minutes / 15 minutes / 24 hours
Range: 20 feet
AoE: 20'x20'x20' cube / 1 object or body
This spell will lower the temperature of a 20 foot by 20 foot by 20 foot area to such an extent that all living creatures (other than the caster) and Fire Elementals within the area of effect will take a Magick Through Double hit for every 30 seconds spent in the area. This version of the spell lasts for 5 minutes.
Alternatively, this spell may be targetted on a single object, (which may be animate, but cannot be a living creature,) in which case it has a duration of 15 minutes. Damage as above will be inflicted on the object itself (if appropriate) and to any living creature touching the object.
This spell may also be used to cryogenically freeze a corpse for up to 24 hours, which will prevent decay and will extend the amount of time for which someone may be dead before having the Resurrection miracle cast upon them.
"Undines of Water I conjure thee, turn the Air in his lungs to Water and let him drown!" - "DROWN 5 MINUTES!"
Duration: 5 minutes
Range: 20 feet
AoE: 1 creature
This spell causes water to form in its victims lungs for 5 minutes, during which time the victim undergoes all the symptoms of drowning. Despite a lot of coughing and gasping the victim is relatively unharmed (but is unable to take any useful actions) until 3 minutes into the spell, at which time they will lapse into a coma. When the spell's duration ends the victim wakes and is immediately able to function normally, with no aftereffects from the spell.
"Undines of Water, by my command may all fluids be frozen!" - "FREEZE 5 MINUTES!"
Duration: 5 minutes
Range: 20 feet
AoE: 1 creature
The victim of this spell is frozen solid for 5 minutes. When the spell expires (or is Dispelled) the victim is immediately restored to his previous state, with no harmful aftereffects. While Frozen the victim is encased in a thin layer of magickal ice, rendering them immune to all physical harm except for that inflicted by Magick or Spirit damage.
As the fifth level (Self) version of the spell, except that the target can be anyone touched by the caster, and the target may end the spell at any time of their choosing.
"By all the powers of Water, I summon cold death to my hand, to be shaped as shafts of ice. Let them fly to mine enemy cold and true!"
Duration: Instantaneous
Range: 33 feet
AoE: 3 javelins
This spell conjures three Javelins Of Ice which are directed by the caster and shatter on impact. The caster simply has to point at any target within range, and a javelin will travel in a straight line to the target, hitting the first object on its path. Each javelin inflicts a Magick Triple hit to its target. This damage is increased if the caster possesses the Weapon Mastery (Javelins Of Ice) skill.
"I call upon the might of the Undines of Water, let the rivers of death rise up as an icy mist!"
Duration: 5 minutes
Range: 20 feet
AoE: 20'x20'x10' volume
When cast, this spell conjures up a bank of Freezing Fog 20 feet by 20 feet in area and 10 feet high. This fog will inflict a Magick Through Quad hit to all living creatures (other than the caster) and Fire Elementals for every 30 seconds they spend within the area. The ground within the area is also covered by a sheet of ice, with effects as per the fourth level Slipperiness spell.
"I call upon the Elemental Lords of Water, may your cold fury rain down upon my foes, let hail smite them and ice freeze them!"
Duration: 5 minutes
Range: 20 feet
AoE: 10 foot radius storm
This spell forms a 10 foot radius storm of freezing ice and hail (centred on any point within 20 feet of the caster) which immediately inflicts a Magick Quad hit to all within it (except the caster). The Ice Storm then inflicts a further Magick Double hit per 30 seconds spent within the Storm.
The Ice Storm may be centred on the caster, in which case it will move with him at up to a brisk walking pace.

"By my power I blind thee with a flash of Light!" - "BLIND 15 SECONDS!"
Duration: 15 seconds
Range: 20 feet
AoE: 1 creature
This spell will blind any one creature which relies on sight for 15 seconds. The creature need not be facing the caster at any time for the spell to work.
The spell may also be used to inflict a Magick Double hit to any Shadow Elemental.
"Sprites of Light, by my will, carry thy message from afar!"
Duration: 5 minutes
Range: Self
AoE: Self
This spell enhances the caster's vision, giving them the equivalent of the Farsee skill for the spell's duration.
"Sprites of Light I conjure thee, dance before his eyes and make him blind!" - "BLIND 1 MINUTE!"
Duration: 1 minute
Range: 20 feet
AoE: 1 creature
This spell will blind any one creature which relies on sight for 1 minute. The creature need not be facing the caster at any time for the spell to work.
"From the Elemental planes I call down Light that I may see!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: 20' radius sphere
This spell causes a 20 foot radius sphere centred on the caster (but not moving with him) to be illuminated as if by broad daylight. If any part of the sphere produced by a Light spell contacts any part of the sphere produced by a Darkness spell then both spells negate each other and both spheres are automatically Dispelled. Sunlight-shunning undead (such as ghouls, wights and vampires) will not willingly enter the area of effect of a Light spell.
Shadow Elementals cannot enter the area of effect of a Light spell by any means, and if within the area of effect when one is cast will leave it immediately.
"Sprites of Light I conjure thee, form into the image of an [OBJECT/CREATURE] to do my will!"
Duration: 1 encounter / 15 minutes or until illusion is hit
Range: 20 feet
AoE: 1 illusion
This will cause a silent, scentless image to form which appears to be real in all other respects, including touch, save that it may not affect its surroundings (pick things up, hit foes, etc.). The image must remain within 20 feet of the caster, and is Dispelled if hit for damage.
"Sprites of Light I conjure thee, dance about my person, make my form blurred and indistinct!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
This spell gives the caster a variable number of bonus dodges (as per the Dodge skill) depending on the level of illumination when the spell is cast. Bright daylight or a Light spell provides 4 dodges, while overcast light, bright moonlight or torchlight provides 3 dodges. In darkness, only 2 dodges are gained. The light level in any given situation is at the discretion of the GM. Any dodges not used by the time the spell expires are lost.
As the third level (Touch) version of the spell, except with a range of 20 feet.
As the third level (Self) version of the spell, except that the target can be anyone touched by the caster.
"Sprites of Light I conjure thee, alter thy form, bend the Light around this object that it may be hidden from view!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: 1 object
This will bend the light around any one inanimate object, making it invisible for the duration of the spell. 'Vanished' objects are also hidden from all magickal detection and divination spells, but not from theurgical miracles and abilities.
"Sprites of Light I conjure thee, dance about me and hide my form from prying eyes!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
This spell renders the caster completely invisible. Any substance thrown over the caster (such as flour or chalk dust) will also become invisible, but the caster does leave visible footprints behind them. The caster remains invisible until he directly attacks someone or something, either physically or by casting a damaging or incapacitating spell or miracle. After such an attack has been made the caster becomes fully visible, but for the remainder of the spell's duration he gains dodges as if under the effect of a Shimmer spell.
"Sprites of Light I conjure thee, congeal into a creature of substance at my will!"
Duration: 1 encounter / 15 minutes
Range: 20 feet
AoE: 1 creature
This spell creates a semi-real monster which has 5 hits and strikes for Magick Single. An Illusionary Monster is susceptible to any form of damage, even if the real monster would not be. (For example, an illusory wraith is susceptible to normal and Magick damage as well as to Spirit damage.) The Illusionary Monster cannot use any magickal or theurgical effects on others but can cast them on itself, e.g. it could cast Flight on itself if the real monster could, but it would not be able to Dazzle someone. It can use innate abilities such as fire breathing or (temporary) paralysis. (For example, an illusory ghoul will paralyse those it hits, while an illusory wraith can pass through walls but cannot Level Drain.) The Illusionary Monster will act as mentally directed by the caster, but cannot move more than 20 feet away from its creator. To disbelieve an Illusionary Monster it must be completely ignored, in which case it can do no further damage to the disbeliever.
Illusionary Monsters are entirely magickal in nature, and as such immune to all theurgical miracles and effects.
Note that a caster cannot create an illusion of a monster which he has never personally encountered.
As the fifth level (Self) version of the spell, except that the target can be anyone touched by the caster.
"Sprites of Light aid me, engulf my body and take me away from this place!"
Duration: Instantaneous
Range: 20 feet
AoE: Self
This spell will instantly transport the caster to any illuminated area within 20 feet. The caster must decide on the target area prior to casting the Blink spell. Theurgical effects such as a Ward Of Power or a Rune Of Power will still have their full effect even if Blinked across or past, but magickal effects such as a Wall Of Fire are bypassed and ignored.
"Sprites of Light at my command, expend yourselves with great vigour in a blinding flash of Light!"
Duration: Instantaneous / 20 seconds
Range: Self
AoE: 20 foot radius circle
With this spell the caster conjures a brilliant flash of Light which will stun and blind all creatures within the area of effect for the next 20 seconds, except for those with little or no sense of sight. The Sunburst will also inflict 6 hits of damage to all light-shunning undead (which is generally all undead except zombies, skeletons and mummies) within the area of effect, even those which are incorporeal or otherwise not usually affected by magickal damage. When this spell is cast, the caster should call a Time Freeze while he explains the effect.
"Sprites of Light do my will, take my form and do as I command, be seen to cast my spells!"
Duration: 1 encounter / 15 minutes
Range: 20 feet
AoE: 1 image
When this spell is cast, a perfect likeness of the caster is formed which does as the caster mentally directs (but must remain within 20 feet of him). Any spells cast and words spoken by the Elementalist appear to come from the Projected Image - when calculating range and area of effect for spells, measure from the Projected Image for all spells with a range other than Self. However, any theurgical miracles cast by the Elementalist will still originate from the caster's real position.
The Projected Image can take half the hits of its creator before being destroyed - this includes hits gained from armour and from magickal spells and defences, but not those gained from theurgical miracles and defences. After forming a Projected Image the caster is still visible, but can of course cast other spells such as Invisbility to conceal himself. Note that a caster under the effect of an Invisibility spell may cast damaging spells through the Projected Image without losing the Invisibility.
"Sprites of Light I call upon thee. I bind thee to my will. Take true substance and perform as I command!"
Duration: 5 minutes
Range: 20 feet
AoE: See below
This spell allows the caster to recreate the effects of any spell he has seen or has been affected by. Damage-causing spells can be 'cast', but have only half their normal effect, although at the time they are 'cast' they will appear to have full effect. No more than two spells that inflict direct damage (such as [Element] Blast, Disrupt, Ice Storm, etc.) can be 'cast' per Active Illusion spell. No more than two durational spells 'cast' by this spell may run simultaneously, and all illusory spells with a durational effect will cease at the end of this spell's duration. Any number of illusory non-damaging spells of instantaneous duration may be 'cast'. While illusory protection spells such as Shimmer or Protection From Fire may appear to protect a person, they will in fact not do so, and full damage from 'dodged' blows and 'countered' Fire spells will be taken, although it will not take effect until the Active Illusion's duration ends.
The Active Illusion may be disbelieved by a character if they deliberately turn their back towards the caster and stand their ground for at least 10 seconds, ignoring all spell effects originating from the caster. Note that there is nothing to prevent the caster from casting additional real spells during the duration of the Active Illusion.
The caster may re-create any monster that they have seen, using the guidelines given under the sixth level Illusionary Monster spell. This will count as one of the durational spells. The monster created must be entirely within the area of effect at the time of casting.
The Active Illusion does not have any spiritual component and no miracles or theurgical effects can be reproduced. The caster must inform the GM when casting this spell.

"Shades of darkness, grant me vision in thy realm of Shadow!"
Duration: 1 encounter / 15 minutes
Range: Self
AoE: Self
For the duration of this spell the caster is able to see in both natural and magickal darkness as if under normal light conditions.
"Unbidden light I extinguish thee!"
Duration: Instantaneous
Range: 20 feet
AoE: 1 flame
This spell will extinguish one flame no larger than that of a burning torch.
It may also be used to inflict a Magick Double hit to any Fire Elemental or Light Elemental.
"Shadow's dark might flow through me!"
Duration: Instantaneous
Range: Touch
AoE: 1 creature
After casting this spell, the caster has five seconds in which to touch someone with the palm of their left hand. When they do so, that person or creature takes a Magick Through Double hit to the location touched. If the caster does not touch anyone within five seconds of casting, then the spell expires and is wasted.
As the first level (Self) version of the spell, except that the target can be anyone touched by the caster.
"Shades of darkness I conjure thee, imbue this blade with the powers of Shadow!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: 1 dagger
This spell will transform one dagger-sized blade into pure Shadow. A Shade Blade will inflict Magick Through Double damage to anyone it strikes, ignoring all armour which is not Enchanted. The Shade Blade may be parried normally by any weapon. As the Shade Blade is insubstantial the damage it causes is unaffected by any bonuses from the Strength skill or similar sources, and a Shade Blade may not be used to carry blade venom or other potions, but the amount of damage inflicted is increased as normal if the caster possesses the Weapon Mastery (Shade Blade) skill. The Shade Blade may also be used in conjunction with the Silent Kill skill, in which case any armour that the victim may be wearing is ignored unless it is Enchanted. The dagger shimmers and vanishes once the spell's duration ends.
This spell has no effect on an Enchanted or Consecrated weapon.
If cast upon a blackalt blade, the blade will inflict Magick Through Triple damage, rather than Double.
"Shades of darkness I conjure thee, let the Shadow descend!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: 20 foot radius sphere
This brings into existence a 20 foot radius sphere of impenetrable darkness centred on the caster's position at the time of casting. The sphere may not be moved. If any part of the sphere created by a Darkness spell comes into contact with any part of the sphere created by a Light spell, then both spells negate each other and both spheres are automatically Dispelled.
Light Elementals cannot enter the area of effect of a Darkness spell by any means, and if within the area of effect when one is cast will leave it immediately.
As the third level (Touch) version of the spell, except with a range of 20 feet.
"I send forth my power to reveal unto me the inner secrets of [NAME]'s darker self - I summon a Shade to do this, my bidding!"
Duration: Instantaneous
Range: 60 feet
AoE: 1 creature
This spell enables the caster to know the target's current body hits and Mana points to within ±10%, and also reveals any dark secrets of the target (if they are disguised, an assassin, a murderer, etc.) at the discretion of the GM or of the FLRP Organiser.
"From the Elemental plane of Shadow I call forth a howling Shade - Shade of darkness, I bind thee into this earthly blade that you may imbue it with the dread power of Shadow!"
Duration: 1 encounter / 15 minutes
Range: Touch
AoE: 1 blade
This spell will bind a Shade into an edged weapon, turning it into a +2 magical weapon. (For example, a normal sword with Black Blade cast on it will go from inflicting Single damage to inflicting Magick Triple damage.) Because the blade is not transformed into pure Shadow, as in the second level Shade Blade spell, armour is still effective against it. The blade cannot be used to carry blade venom or other potions, but any damage inflicted by the weapon counts as magickal, and the damage bonus is cumulative with other bonuses provided by skills such as Strength and Weapon Mastery.
"Into thine eyes I cast a Shade, let no light fall within!" - "BLIND 5 MINUTES!"
Duration: 5 minutes
Range: 20 feet
AoE: 1 creature
Material component: Black hood
Somatic component: Pull hood over an imaginary head
The target of this spell will be blinded for 5 minutes, losing all sense of sight but still able to use other senses, such as smell, normally.
"Elemental Lords of Shadow, fill the mind of this person with the infinite possibilities of thy form!" - "CONFUSION 5 MINUTES!"
Duration: 5 minutes
Range: 20 feet
AoE: 1 creature
When this spell is cast its victim becomes so confused that he will simply stand still for the duration of the spell. If hit, the victim will be slow to respond and will then attack the nearest person in a slow and mindless fashion, with all the grace and skill of the average zombie.
"Creature of Light I reveal unto thee the darkness of Shadow, let the chill hand of fear touch thy soul!" - FEAR 5 MINUTES!
Duration: 5 minutes
Range: 20 feet
AoE: 1 creature
This spell causes the victim to move directly away from the caster as quickly as possible, in a state of extreme fear. The victim will not look upon the caster for the duration of the spell. The fear can only be removed by magickal means - the third level Dispel Fear miracle has no effect.
[ Huge great long vocals to 'prime' the doll, taking over 1 hour to complete and not normally usable in adventure situations. Then, to link to an already 'primed' doll, the following vocals are used: ]
"Creature of Light I join thee to this form - feel as it feels, move as it moves, do as it does. With the powers of Shadow I link thy being to this, my doll, that you may be under my power!"
Duration: Permanent / 5 minutes (see below)
Range: Touch / Unlimited
AoE: 1 creature
Material components: Doll, plus samples of victim's hair, blood, nails & clothes
Somatic component: Manipulate doll
To cast this spell the caster must first obtain a lock of the victim's hair, a few drops of his blood, clippings from his nails and a fragment of a garment often worn by the victim. He must then form a doll from these materials, and spend over an hour in seclusion casting the initial ritual portion of the Shadow Link spell on the doll to 'prime' it. If this ritual is interrupted then the spell fails and the doll is ruined - a new doll must be made with fresh materials before the spell can be attempted again.
Once he has a 'primed' doll, the Elementalist is able to cast Shadow Links on the doll, and for a period of 5 minutes after each casting anything experienced by the doll will be experienced by the victim. Such things as binding the doll's limbs or sticking pins into it are possible, which will result in immobilisation of the victim or the causing of extreme (possibly incapacitating) pain. If the doll's sense organs are impaired then the victim's senses are similarly affected, but the victim may not in any way make use of the doll's senses.
A primed doll can only be used by the Elementalist who primed it, and no Elementalist may have more than one primed doll linked to any one victim at a time. A primed doll may only be used up to a maximum of once per hour.
If a victim is under the influence of a Shadow Link, then a Dispel Magick VII or higher cast upon them will immediately terminate the link, and a Protection From Shadow spell will give the victim immunity from any effects of the Shadow Link for as long as the protection spell lasts. The caster may re-establish the Shadow Link at any time when the victim is not protected by a Protection From Darkness spell or by a Countermagick spell of level VI or above. Only if the doll itself is destroyed is the victim safe from any re-establishment of the Shadow Link (if a Dispel Magick is cast on the doll, it will simply require 're-priming').
If the victim is linked to the doll at the time of its destruction then they are thrown into a coma for 15 minutes, from which only a Dispel Magick VII or better will wake them.
To cast this spell, an Elementalist will usually wait until he knows (In Character) that his victim is going on an adventure. He will then tell the GM the times at which he intends to cast Shadow Link, and what he intends to do to the doll. The GM will then instruct the character to act appropriately at the predetermined times.
If the Elementalist is able to observe the victim, (either because he is actually present, or via scrying,) he may pick and choose his moments for the Shadow Link. In this case it is up to the person playing the Elementalist to inform the GM of what he is doing and when.
The victim of a Shadow Link will not usually be aware of what is causing the effects, unless some divinatory spell or miracle is used. Inspired guesses as to who is responsible, especially if based on Out of Character knowledge, are strongly discouraged.
"Creature of Light behold the great darkness of Shadow, let its power and majesty daunt thy soul and fill thy heart with terror!" - TERROR 5 MINUTES!
Duration: 5 minutes
Range: 20 feet
AoE: 1 creature
This is a more powerful form of the sixth level Fear spell, its effects are similar except that in this case the victim's terror is such that they are rooted to the spot, and unable to move or think coherently. If attacked the victim will respond very slowly, and the only action they can take is to physically defend themself in a slow and graceless manner for the duration of the attack.
"Elemental Lords of Shadow, release this being's shadow, grant it life that it may slay its unlawful captor. I plunge thee into Shadow conflict!"
Duration: 5 minutes
Range: 20 feet
AoE: 1 creature
This spell creates a simulacrum of the victim, formed of pure Shadow. The simulacrum has half the victim's current hits, including those gained from armour and from magickal spells and defences but not including those gained from theurgical miracles and defences. It wields the same weapon(s) as the victim, but inflicts Magick Through Double damage with single-handed weapons and Magick Through Triple damage with double-handed weapons. This simulacrum will immediately attack the victim and fight until the spell duration ends, or until either the simulacrum or the victim dies. The simulacrum can only be harmed and affected by physical damage from the victim themselves and by spells and magickal attacks from others. Physical damage from those other than the victim has no effect.
While the simulacrum exists the victim has no shadow. If the simulacrum is slain or the spell expires, then the victim regains their shadow. If the victim dies, then the simulacrum flees to the Shadow Plane with their soul, where the simulacrum holds the soul captive to ensure its own continued existence. The victim may not be Resurrected until their soul is recovered.
"Elemental Lords of Shadow, reach forth from thy Plane, take this person and cast him into a labyrinth of Shadow, where none may grant him succour!"
Duration: 1 encounter / 15 minutes
Range: 20 feet
AoE: 1 creature
This spell instantly transports its victim to the Elemental Plane of Shadow. Once there the victim will find themself trapped in a constantly changing labyrinth from which they have no hope of escaping. At the end of the spell's duration the victim reappears at the location from which they were taken. If an Elementalist needs to be somewhere safe for 10 minutes, then he may cast this spell on himself and retreat into the labyrinth.
A victim can be freed from a Labyrinthine Shadow if a Dispel Magick IX or X is cast at the region from which they vanished. This must be done by someone present at the area in this Plane from which they were taken - the victim cannot free themself in any way. If the victim casts a Dispel Magick IX or X while within the labyrinth, then the labyrinth vanishes and they find themself trapped upon the Shadow Plane until they can find some other means to leave it.
"Shadow, come hither at my call - by the mighty powers of Shadow I bind thee to me as a slave, to do my bidding until the morning dawns!"
Duration: Instantaneous / Until sunrise
Range: 20 feet
AoE: 1 creature
This spell gives its caster full control over a creature's shadow, which does not need to be visible for this spell to be cast. What the Elementalist is able to do with this control depends upon the wishes of the Elementalist and the reaction of the spell's victim. Elementalist and victim may decide to negotiate, as described below, or either party may decide that he does not wish to make a deal, in which case the Elementalist must cast away the victim's shadow.
If the Elementalist casts away the victim's shadow, (which may happen at any time between the casting of the spell and the striking of a deal,) then the victim's current body hits are immediately halved. Also, until the next time the victim sees the sun, his body hits may not be increased above half their usual total by any means (unless a Dispel Magick X is first cast upon him).
If negotiation occurs, the Elementalist may demand some service of the victim, such as the retrieval of some item or the performance or fulfilment of some task or obligation (such as not killing the Elementalist!). If a bargain is struck then so long as the victim keeps his end of the deal his shadow will be returned as soon as he is finished, and he is free from the spell's effects. If the victim breaks his word or fails to keep his promise (either overtly, or by deliberately not trying to the best of his abilities,) then he immediately takes 1 hit of permanent damage to his Body location, which may not be avoided or prevented by any means.
If some task is agreed upon and it is not completed (despite the victim's best efforts) by the next time he sees the sun, then the victim regains his shadow and is freed from the spell's effects.
If a character has a Protection From Shadow spell or a Countermagick IX spell up when this spell is cast, then this spell will not take effect. Once this spell has been successfully cast on a character, then a Dispel Magick X cast on him at any time will immediately remove any remaining effects of the spell, but a Protection From Shadow spell will be of no use at all.
If a character makes a bargain and then breaks it, then the permanent damage inflicted as a result may only be healed by a Restoration miracle or by some similar spiritual method of restoring permanent damage - no normal spell will remove it (although if a Dispel Magick X is cast prior to his breaking his word, he will not take the damage in the first place).
A character under the influence of this spell has no shadow for its duration (which will be apparent if the ambient light is strong enough to cast shadows), which has the side effects of providing immunity to the spells Enslave Shadow (should anyone try to cast it upon the character a second time) and Shadow Conflict.
| Return to Outpost - Return to rpgsoc pages - Return to Elementalist's Guild |