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Magic

You cast a spell from the abilities menu (a), where spells have their own heading, Spells. Spells are paid for in mana. You know a spell for good once your class gives it to you or once you have learned it from a grimoire (see Learning spells), unless a miscast makes you forget it.

Every spell follows the same rules: its spell level, its shape, and how it finds its target. Your learning decides which spells you can learn. Creatures that cast use the same spells by the same rules (see Spells).

More about magic:

What your class gives

Each casting class gives only a few spells, at the levels in its class table:

  • A full caster gets a cantrip at level 1, and from three to a dozen spells in all. The wizard and the witch also start with a short cone that needs no hit roll: Burning hands and Grave breath. These are good against a few weak foes, but a few casts empty the pool.
  • A bard, a paladin, or a ranger gets a few boons and hexes.
  • The other classes get none.

A class’s spells are only where it starts. Any spell can be learned from a grimoire, and some come only from grimoires (Acid arrow, Grave spear, Slumber, Glamour, and others). A caster who finds few grimoires stays a modest one. A spell your class gives is yours at that level, whatever your Decipher script.

ClassGuaranteed spells (spell level, from level)
Aristocratnone
Asceticnone
BardMend (level 1, from 1), Mesmerise (level 5, from 8), Thunderclap (level 7, from 12), Bind (level 9, from 16), Sense the quick (level 5, from 20)
Berserkernone
Commonernone
Craftspersonnone
DruidSpark (level 1, from 1), Barkskin (level 3, from 3), Call of the wild (level 5, from 6), Water walking (level 5, from 6), Bramble (level 8, from 9), Call lightning (level 11, from 12), Rime (level 9, from 15), Gale (level 11, from 20), Call of the forest (level 20, from 25), Cloudburst (level 20, from 30), Call the elements (level 35, from 40), Flame (level 12, from 50), Frost (level 6, from 50)
Merchantnone
PaladinBlessing (level 3, from 6), Brand (level 7, from 14), Unbinding (level 8, from 20)
PriestMend (level 1, from 1), Blessing (level 3, from 3), Cure wounds (level 3, from 3), Renewal (level 10, from 9), Silence (level 11, from 12), Rebuke (level 14, from 18), Benison (level 12, from 24)
RangerBarkskin (level 3, from 6), Nightsight (level 4, from 9), Water walking (level 5, from 12)
Thiefnone
Warriornone
WitchEvil eye (level 0, from 1), Grave breath (level 1, from 1), Hex of weakness (level 3, from 3), Flay (level 8, from 8), Cause wounds (level 4, from 12), Grave feast (level 6, from 14), Soulglass (level 11, from 16), Charnel burst (level 9, from 18), Leech (level 10, from 24), Rouse the dead (level 24, from 28), Curse of sloth (level 3, from 32), Fear (level 10, from 36), Blight (level 7, from 40), Beguile (level 18, from 44)
WizardRay of frost (level 1, from 1), Burning hands (level 1, from 1), Magic missile (level 3, from 3), Blink (level 6, from 6), Shatter (level 8, from 9), Arcane bolt (level 6, from 18), Chain lightning (level 20, from 24), Sunfire (level 30, from 36)

Three spells are aimed at a corpse you see, of any age. Without one they are refused, costing no time and no mana.

  • Charnel burst goes off where the corpse lies, without flying there. What it kills leaves corpses for the next one.
  • Grave feast reaches only a corpse beside you or under your feet. It gives back hit points and mana, never past your maximum.
  • Rouse the dead stands the corpse up.

Beguile makes a hostile creature you see your ally for a few minutes, against its own band. When the charm ends, or the moment you leave its level, it is itself again, wherever it stands.

The spells

Every spell has a level, from 0 to 70. The level sets its cost in mana, and how learned a caster must be to learn it from a grimoire for certain.

Every spell has a base: what it does for anyone who casts it. It may also have ladders for its damage (or healing), its reach, and how long its effect lasts. A ladder names one stat and lists scores, with what the spell does at each. For example, Fireball: 4d6 fire; Intelligence 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2. When your score reaches a number, you cast at that rung.

The last rung is as far as your stats take a spell. Your talents and magic items may add to that in their own ways, each listed in its own row: a rung up, a die more, bigger dice, a bonus, a die rolled again (see How a spell grows). A scroll you read and a wand you use cast at a rung of their own.

The list below gives each spell’s level, its base (what it does and how far it reaches), its ladders, and its mana cost without armour or talents. Under “Grows with”, a stat alone is the damage or healing ladder; “range”, “length”, “radius”, and “degrees” name the others.

SpellLevelSchoolShape and resolutionReachWhat it doesGrows withManaCasts
Evil eye0enchantmentray, auto6a hostile you see suffers Hexed (1)range Willpower 14: 7, 18: 8; degrees Presence 14: 2, 18: 341
Light0evocationself, auto—you are Lit (1)degrees Presence 14: 2, 18: 341
Burning hands1evocationcone, area32d4 fire damageIntelligence 13: 2d6, 16: 4d4, 22: 4d4+261
Grave breath1necromancycone, area32d4 necrotic damageWillpower 13: 2d6, 16: 4d4, 22: 4d4+261
Mend1restorationtouch, touchnext to you1d3 hit points backWillpower 16: 1d4, 22: 1d631
Ray of frost1evocationray, attack62d6 cold damageIntelligence 16: 2d8; range Willpower 14: 7, 18: 841
Spark1evocationbolt, auto52d4 electricity damageIntelligence 16: 2d6; range Willpower 14: 641
Flare2evocationburst, arearange 8, radius 1everyone it reaches but you, friend or foe, suffers Stunned (1); only those with eyesrange Willpower 14: 9, 18: 1071
Acid splash3evocationburst, arearange 8, radius 12d4 acid damageIntelligence 13: 2d6, 19: 4d4; range Willpower 14: 9, 18: 1071
Barkskin3transmutationself, auto—you are Barkskin (1)degrees Presence 14: 2, 18: 341
Blessing3abjurationself, auto—you are Blessed (1)degrees Presence 14: 2, 18: 341
Cure wounds3restorationtouch, touchnext to you2d6 hit points backWillpower 16: 3d6, 22: 3d6+332
Curse of sloth3transmutationray, auto6a hostile you see suffers Sluggish (1)range Willpower 14: 7, 18: 8; degrees Presence 14: 2, 18: 341
Hex of weakness3necromancyray, auto6a hostile you see suffers Weakened (1)range Willpower 14: 7, 18: 8; degrees Presence 14: 2, 18: 341
Magic missile3evocationbolt, auto82d4 force damageIntelligence 13: 4d4, 16: 6d4, 22: 6d4+1; range Willpower 14: 9, 18: 1041
Cause wounds4necromancytouch, touchnext to you2d6 necrotic damageWillpower 13: 4d6, 19: 4d8, 25: 4d8+231
Fume4transmutationburst, arearange 8, radius 2smoke no eye sees into or through for 15 turns (90 seconds)range Willpower 14: 9, 18: 10; radius Willpower 18: 3101
Nightsight4transmutationself, auto—you are Cat-eyed (1)—41
Acid arrow5evocationbolt, attack82d6 acid damageIntelligence 13: 4d6, 16: 6d6, 25: 6d6+2; range Willpower 14: 9, 18: 1051
Call of the wild5enchantmentself, auto—calls +1 of wolf to your side for 5 minutes, 1 at most at once; +8 to the difficulty of learning itdegrees Presence 14: 8, 18: 12, 22: 1651
Mesmerise5enchantmentray, auto6a hostile you see suffers Transfixed (2)range Willpower 14: 7, 18: 8; degrees Presence 14: 3, 18: 451
Sense the quick5divinationself, auto—you are Quick-sensed (1)degrees Presence 14: 2, 18: 351
Water walking5transmutationself, auto—you are Water-borne (1)degrees Presence 14: 2, 18: 351
Arcane bolt6evocationline, area64d6 force damageIntelligence 13: 6d6, 19: 6d6+2, 25: 6d6+4; length Willpower 14: 7, 18: 8111
Blink6transmutationself, auto—You are elsewhere: a few cells away in a direction you do not choose, free of whatever held you.—61
Frost6evocationburst, arearange 10, radius 24d6 cold damage; it freezes the water it reaches into ice 10 cm thickIntelligence 13: 6d6, 19: 6d6+2, 25: 6d6+4; range Willpower 14: 11, 18: 12141
Grave feast6necromancytouch, touchnext to you2d6 hit points and 1d6 mana back, from a corpse beside you, used upWillpower 16: 3d6, 22: 4d641
Identify6divinationself, auto—Learn the truth of one thing you carry: what it is, and what magic it holds.—601
Sleep6enchantmentburst, arearange 8, radius 1everyone it reaches but you, friend or foe, suffers Drowsy (2)range Willpower 14: 9, 18: 10; degrees Presence 14: 3111
Slick6transmutationburst, arearange 8, radius 1slick ground that trips for 20 turns (120 seconds)range Willpower 14: 9, 18: 10111
Blight7necromancyburst, arearange 8, radius 24d6 poison damage; everyone it harms suffers Poisoned (1)Willpower 16: 6d6, 22: 6d6+3; range Willpower 14: 9, 18: 10171
Brand7transmutationself, auto—you are Burning blade (1)degrees Presence 14: 2, 18: 371
Scorching ray7evocationray, attack82d6 fire damageIntelligence 13: 4d6, 16: 6d6, 19: 8d6, 25: 6d6+2d10; range Willpower 14: 9, 18: 1071
See invisible7divinationself, auto—you are Seeing (1)—71
Thunderclap7evocationburst, areaabout you, radius 12d6 force damage; everyone it harms suffers Stunned (1); you are in itPresence 13: 4d6, 19: 4d6+2; radius Willpower 18: 2131
Web7transmutationburst, arearange 8, radius 1everyone it reaches but you, friend or foe, suffers Webbed (3)range Willpower 14: 9, 18: 10; degrees Presence 14: 4, 18: 5, 22: 6131
Bramble8transmutationburst, arearange 8, radius 2everyone it reaches but you, friend or foe, suffers Webbed (2); only those on ground where things growrange Willpower 14: 9, 18: 10; degrees Presence 14: 3, 18: 4191
Flay8necromancyray, auto62d4 necrotic damage; everyone it harms suffers Bleeding (2)Willpower 16: 2d6, 22: 2d8; range Willpower 14: 7, 18: 8; degrees Presence 14: 3, 18: 481
Glamour8abjurationself, auto—you are Glamoured (1)degrees Presence 14: 2, 18: 381
Pitch fire8evocationburst, arearange 6, radius 12d6 fire damage; then fire that burns for 6 turns (36 seconds); it melts the ice it reaches, and whoever stands on it falls inIntelligence 13: 3d6, 16: 4d6, 22: 4d6+2; range Willpower 14: 7, 18: 8141
Shatter8evocationburst, arearange 8, radius 14d6 force damage; it breaks wallsIntelligence 13: 6d6, 19: 6d6+2, 25: 6d6+4; range Willpower 14: 9, 18: 10141
Unbinding8abjurationself, auto—ends Hexed and Weakened and Sluggish and Drowsy and Webbed and Frightened and Transfixed and Pinned—81
Bind9enchantmentray, auto6a hostile you see suffers Pinned (2)range Willpower 14: 7, 18: 8; degrees Presence 14: 391
Charnel burst9necromancyburst, arearange 8, radius 14d6 necrotic damage, from a corpse you see, used upWillpower 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; range Willpower 14: 9, 18: 10161
Rime9evocationcone, area44d6 cold damageWillpower 13: 6d6, 16: 8d6, 22: 8d6+2; length Willpower 18: 5141
Fear10enchantmentburst, arearange 8, radius 1everyone it reaches but you, friend or foe, suffers Frightened (2)range Willpower 14: 9, 18: 10; degrees Presence 14: 3181
Leech10necromancyray, attack64d6 necrotic damage; 50 % of the hit points it takes come back to youWillpower 13: 6d6, 16: 8d6, 25: 8d6+2; range Willpower 14: 7, 18: 8101
Renewal10restorationself, auto—you are Renewing (1)degrees Presence 14: 2, 18: 3101
Call lightning11evocationline, area84d6 electricity damage; only under the open skyWillpower 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; length Willpower 14: 9, 18: 10201
Fireball11evocationburst, arearange 10, radius 24d6 fire damage; it melts the ice it reaches, and whoever stands on it falls in; it breaks wallsIntelligence 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; range Willpower 14: 11, 18: 12261
Gale11evocationline, area6everyone on it, nearest first, is driven 1 cell on, unless held or blocked; it puts out the fires on its cells; it clears its cells of fire, foul cloud, darkness, smoke zoneslength Willpower 14: 7, 18: 8201
Haste11transmutationself, auto—you are Hasted (1)degrees Presence 14: 2, 18: 3111
Lightning bolt11evocationline, area84d6 electricity damageIntelligence 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; length Willpower 14: 9, 18: 10, 22: 11, 26: 12201
Remove disease11restorationself, auto—ends Poisoned and every disease—111
Silence11abjurationburst, arearange 8, radius 1everyone it reaches but you, friend or foe, suffers Silenced (1)range Willpower 14: 9, 18: 10; radius Willpower 18: 2201
Soulglass11necromancyray, attack63d6 necrotic damage; what it kills leaves crystals, not a corpseWillpower 13: 4d6, 16: 5d6, 19: 6d6, 25: 6d6+2; range Willpower 14: 7, 18: 8111
Benison12restorationburst, areaabout you, radius 12d6 hit points back, one roll, to you and each ally of yours in itWillpower 16: 3d6, 22: 3d6+3; radius Willpower 18: 2222
Fire cloak12abjurationself, auto—you are Fire-cloaked (1)degrees Presence 14: 2, 18: 3121
Flame12evocationburst, arearange 10, radius 26d6 fire damage; it melts the ice it reaches, and whoever stands on it falls in; it breaks wallsIntelligence 16: 8d6, 19: 10d6, 25: 10d6+2; range Willpower 14: 11, 18: 12291
Mirk12evocationburst, arearange 8, radius 2a darkness no light reaches into for 30 turns (180 seconds)range Willpower 14: 9, 18: 10; radius Willpower 18: 3291
Reek13necromancyburst, arearange 8, radius 22d4 poison damage; then a cloud that poisons for 10 turns (60 seconds)Willpower 16: 4d4, 22: 4d4+2; range Willpower 14: 9, 18: 10311
Grave spear14necromancyline, area64d6 necrotic damageWillpower 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; length Willpower 14: 7, 18: 8251
Rebuke14abjurationburst, arearange 8, radius 24d6 fire damage; everyone it harms suffers Frightened (3); it melts the ice it reaches, and whoever stands on it falls in; it reaches only the undead, friend or foeWillpower 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; range Willpower 14: 9, 18: 10341
Slumber15enchantmentray, auto6a hostile you see suffers Asleep (1)range Willpower 14: 7, 18: 8151
Balefire16evocationline, area54d6 fire damage; then fire that burns for 10 turns (60 seconds)Intelligence 13: 6d6, 16: 8d6, 25: 8d6+2; length Willpower 14: 6, 18: 7291
Beguile18enchantmentray, auto6a hostile you see is your ally for 5 minutes, then hostile again where it stands; ends at once when you leave its level; never a unique, an animated thing, or a mindless creature (undead, construct, vermin)range Willpower 14: 7, 18: 8; degrees Presence 14: 8, 18: 12, 22: 16181
Call of the forest20enchantmentself, auto—calls +1 of bear to your side for 5 minutes, 1 at most at once; +10 to the difficulty of learning itdegrees Presence 14: 8, 18: 12, 22: 16201
Chain lightning20evocationbolt, auto86d6 electricity damage; it jumps 3 times for certain, every jump reaching 2 cellsIntelligence 13: 8d6, 16: 10d6, 19: 12d6, 25: 12d6+3; jumps Willpower 14: 4, 18: 5, 22: 6; range Willpower 14: 9, 18: 10201
Cloudburst20transmutationself, auto—Under the open sky you call the rain: it falls for an hour, puts out fires, and washes the burning clean.; only under the open sky—201
Rouse the dead24necromancyself, autoa corpse you seethe corpse’s own creature stands at 50 % of its hit points to serve for 10 minutes, 2 at most at once; 10 % rise berserk, against everyone; +8 to the difficulty of learning itdegrees Presence 14: 15, 18: 20, 22: 30241
Sunfire30evocationburst, arearange 10, radius 310d6 fire damage; it melts the ice it reaches, and whoever stands on it falls inIntelligence 16: 12d6, 19: 14d6, 22: 16d6, 25: 16d6+4; range Willpower 14: 11, 18: 12901
Call the elements35enchantmentself, auto—calls +1 of greater earth elemental or greater water elemental or greater air elemental or greater fire elemental to your side for 5 minutes, 1 at most at once; +12 to the difficulty of learning itdegrees Presence 14: 8, 18: 12, 22: 16351

Every spell belongs to one of seven schools of magic: the kind of magic it is.

The abilities menu shows a spell’s roll as you would cast it now, with its damage type, the way the character screen shows a weapon’s (4d6 fire, 26 mana, aimed). It also shows what the spell costs you now, with your talents and armour counted. The line below says how far it reaches now and which dice you roll again.

Identify asks which of your things to cast it on. The list of what you carry unidentified opens, as for the scroll of identify (see Scrolls). When it tells you something new, the thing’s description opens.

Every scroll holds a spell, and reading it casts that spell once. Spells are learned for good from grimoires: the grimoire of identify teaches Identify, and the grimoire of light teaches Light.

Spell levels

Every spell has a level, from 0 to 70. It is the spell’s base mana cost (at least 4: see What a spell costs), and the learning at which you learn it from a grimoire for certain.

A spell of level 0 or 1 is a cantrip. It is priced as a level-4 spell, like every spell below level 4: Ray of frost costs 4 mana, Burning hands 6 (a cone), Mend 3 (a touch). Anyone trained in Decipher script learns a cantrip for certain.

What a spell does comes from its own roll and ladders (the list above) and its rank, whatever its level.

What a spell costs

A spell’s mana cost is worked out in steps:

  1. Start with its level, at least 4: a spell of level 0 to 4 counts as level 4, so a cantrip is never a trifle. A starting wizard’s pool buys four to eight casts of Ray of frost.
  2. Multiply by its shape’s share and by its resolution’s share (a touch is cheaper).
  3. Multiply by what your armour adds.
  4. Round to the nearest point, once, and never below 1.
  5. Apply your talents and the spell’s rank, their percents added together, rounding down and never below 1: School focus takes 10 % off the spells of its school or element, Archmage 50 %, and Empower 10 %, while Brimming adds 10 %; a rank takes off what the spell’s own table says.
  6. Last, Frugal caster takes a fifth off, and magic items of Thrift their percent with it, never more than half together (see Mana).

Your learning never counts. A spell you know costs the same whoever you are, and your mana is what holds you back.

A few spells have a cost of their own instead, whatever their level. Identify costs 60 mana (before your armour and talents), so no caster can cast it in their first levels. A wizard has the mana for it from about level 7, and a priest or a druid from about level 8. Its level (6) only says how hard it is to learn.

Heavy armour and big shields hinder casting. While worn, each makes every spell cost more, and what you wear adds up.

A Mage-wrought piece (body armour, a helmet, or a shield that hinders at all) hinders casting less, by its own number. Mage-wrought plate of 15 adds 25 % instead of 40 %. A piece eased to nothing (chain mail of 10 or more) adds nothing, and no longer counts as armour for your caster style. The ease applies only to that piece, never to another.

WornSpells cost more
suit of plate armour40 %
suit of banded mail30 %
suit of scale mail20 %
tower shield20 %
chain mail shirt10 %
great helm10 %
large shield10 %

See also: Miscasts, Wands and rods, and Spell circles.