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:
- How spells work: shapes, targeting, spell types, zones, and how a spell grows with your stats.
- Learning spells: grimoires, your learning, and a spell’s ranks.
- Schools and caster styles: the seven schools of magic, the Magic page, and the styles you cast in.
- Miscasts: what can go wrong when you cast, and the miscast table.
- Wands and rods: magic anyone can use.
- Spell circles: the rings that show buffs and hexes on the map.
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.
| Class | Guaranteed spells (spell level, from level) |
|---|---|
| Aristocrat | none |
| Ascetic | none |
| Bard | Mend (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) |
| Berserker | none |
| Commoner | none |
| Craftsperson | none |
| Druid | Spark (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) |
| Merchant | none |
| Paladin | Blessing (level 3, from 6), Brand (level 7, from 14), Unbinding (level 8, from 20) |
| Priest | Mend (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) |
| Ranger | Barkskin (level 3, from 6), Nightsight (level 4, from 9), Water walking (level 5, from 12) |
| Thief | none |
| Warrior | none |
| Witch | Evil 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) |
| Wizard | Ray 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.
| Spell | Level | School | Shape and resolution | Reach | What it does | Grows with | Mana | Casts |
|---|---|---|---|---|---|---|---|---|
| Evil eye | 0 | enchantment | ray, auto | 6 | a hostile you see suffers Hexed (1) | range Willpower 14: 7, 18: 8; degrees Presence 14: 2, 18: 3 | 4 | 1 |
| Light | 0 | evocation | self, auto | — | you are Lit (1) | degrees Presence 14: 2, 18: 3 | 4 | 1 |
| Burning hands | 1 | evocation | cone, area | 3 | 2d4 fire damage | Intelligence 13: 2d6, 16: 4d4, 22: 4d4+2 | 6 | 1 |
| Grave breath | 1 | necromancy | cone, area | 3 | 2d4 necrotic damage | Willpower 13: 2d6, 16: 4d4, 22: 4d4+2 | 6 | 1 |
| Mend | 1 | restoration | touch, touch | next to you | 1d3 hit points back | Willpower 16: 1d4, 22: 1d6 | 3 | 1 |
| Ray of frost | 1 | evocation | ray, attack | 6 | 2d6 cold damage | Intelligence 16: 2d8; range Willpower 14: 7, 18: 8 | 4 | 1 |
| Spark | 1 | evocation | bolt, auto | 5 | 2d4 electricity damage | Intelligence 16: 2d6; range Willpower 14: 6 | 4 | 1 |
| Flare | 2 | evocation | burst, area | range 8, radius 1 | everyone it reaches but you, friend or foe, suffers Stunned (1); only those with eyes | range Willpower 14: 9, 18: 10 | 7 | 1 |
| Acid splash | 3 | evocation | burst, area | range 8, radius 1 | 2d4 acid damage | Intelligence 13: 2d6, 19: 4d4; range Willpower 14: 9, 18: 10 | 7 | 1 |
| Barkskin | 3 | transmutation | self, auto | — | you are Barkskin (1) | degrees Presence 14: 2, 18: 3 | 4 | 1 |
| Blessing | 3 | abjuration | self, auto | — | you are Blessed (1) | degrees Presence 14: 2, 18: 3 | 4 | 1 |
| Cure wounds | 3 | restoration | touch, touch | next to you | 2d6 hit points back | Willpower 16: 3d6, 22: 3d6+3 | 3 | 2 |
| Curse of sloth | 3 | transmutation | ray, auto | 6 | a hostile you see suffers Sluggish (1) | range Willpower 14: 7, 18: 8; degrees Presence 14: 2, 18: 3 | 4 | 1 |
| Hex of weakness | 3 | necromancy | ray, auto | 6 | a hostile you see suffers Weakened (1) | range Willpower 14: 7, 18: 8; degrees Presence 14: 2, 18: 3 | 4 | 1 |
| Magic missile | 3 | evocation | bolt, auto | 8 | 2d4 force damage | Intelligence 13: 4d4, 16: 6d4, 22: 6d4+1; range Willpower 14: 9, 18: 10 | 4 | 1 |
| Cause wounds | 4 | necromancy | touch, touch | next to you | 2d6 necrotic damage | Willpower 13: 4d6, 19: 4d8, 25: 4d8+2 | 3 | 1 |
| Fume | 4 | transmutation | burst, area | range 8, radius 2 | smoke no eye sees into or through for 15 turns (90 seconds) | range Willpower 14: 9, 18: 10; radius Willpower 18: 3 | 10 | 1 |
| Nightsight | 4 | transmutation | self, auto | — | you are Cat-eyed (1) | — | 4 | 1 |
| Acid arrow | 5 | evocation | bolt, attack | 8 | 2d6 acid damage | Intelligence 13: 4d6, 16: 6d6, 25: 6d6+2; range Willpower 14: 9, 18: 10 | 5 | 1 |
| Call of the wild | 5 | enchantment | self, auto | — | calls +1 of wolf to your side for 5 minutes, 1 at most at once; +8 to the difficulty of learning it | degrees Presence 14: 8, 18: 12, 22: 16 | 5 | 1 |
| Mesmerise | 5 | enchantment | ray, auto | 6 | a hostile you see suffers Transfixed (2) | range Willpower 14: 7, 18: 8; degrees Presence 14: 3, 18: 4 | 5 | 1 |
| Sense the quick | 5 | divination | self, auto | — | you are Quick-sensed (1) | degrees Presence 14: 2, 18: 3 | 5 | 1 |
| Water walking | 5 | transmutation | self, auto | — | you are Water-borne (1) | degrees Presence 14: 2, 18: 3 | 5 | 1 |
| Arcane bolt | 6 | evocation | line, area | 6 | 4d6 force damage | Intelligence 13: 6d6, 19: 6d6+2, 25: 6d6+4; length Willpower 14: 7, 18: 8 | 11 | 1 |
| Blink | 6 | transmutation | self, auto | — | You are elsewhere: a few cells away in a direction you do not choose, free of whatever held you. | — | 6 | 1 |
| Frost | 6 | evocation | burst, area | range 10, radius 2 | 4d6 cold damage; it freezes the water it reaches into ice 10 cm thick | Intelligence 13: 6d6, 19: 6d6+2, 25: 6d6+4; range Willpower 14: 11, 18: 12 | 14 | 1 |
| Grave feast | 6 | necromancy | touch, touch | next to you | 2d6 hit points and 1d6 mana back, from a corpse beside you, used up | Willpower 16: 3d6, 22: 4d6 | 4 | 1 |
| Identify | 6 | divination | self, auto | — | Learn the truth of one thing you carry: what it is, and what magic it holds. | — | 60 | 1 |
| Sleep | 6 | enchantment | burst, area | range 8, radius 1 | everyone it reaches but you, friend or foe, suffers Drowsy (2) | range Willpower 14: 9, 18: 10; degrees Presence 14: 3 | 11 | 1 |
| Slick | 6 | transmutation | burst, area | range 8, radius 1 | slick ground that trips for 20 turns (120 seconds) | range Willpower 14: 9, 18: 10 | 11 | 1 |
| Blight | 7 | necromancy | burst, area | range 8, radius 2 | 4d6 poison damage; everyone it harms suffers Poisoned (1) | Willpower 16: 6d6, 22: 6d6+3; range Willpower 14: 9, 18: 10 | 17 | 1 |
| Brand | 7 | transmutation | self, auto | — | you are Burning blade (1) | degrees Presence 14: 2, 18: 3 | 7 | 1 |
| Scorching ray | 7 | evocation | ray, attack | 8 | 2d6 fire damage | Intelligence 13: 4d6, 16: 6d6, 19: 8d6, 25: 6d6+2d10; range Willpower 14: 9, 18: 10 | 7 | 1 |
| See invisible | 7 | divination | self, auto | — | you are Seeing (1) | — | 7 | 1 |
| Thunderclap | 7 | evocation | burst, area | about you, radius 1 | 2d6 force damage; everyone it harms suffers Stunned (1); you are in it | Presence 13: 4d6, 19: 4d6+2; radius Willpower 18: 2 | 13 | 1 |
| Web | 7 | transmutation | burst, area | range 8, radius 1 | everyone it reaches but you, friend or foe, suffers Webbed (3) | range Willpower 14: 9, 18: 10; degrees Presence 14: 4, 18: 5, 22: 6 | 13 | 1 |
| Bramble | 8 | transmutation | burst, area | range 8, radius 2 | everyone it reaches but you, friend or foe, suffers Webbed (2); only those on ground where things grow | range Willpower 14: 9, 18: 10; degrees Presence 14: 3, 18: 4 | 19 | 1 |
| Flay | 8 | necromancy | ray, auto | 6 | 2d4 necrotic damage; everyone it harms suffers Bleeding (2) | Willpower 16: 2d6, 22: 2d8; range Willpower 14: 7, 18: 8; degrees Presence 14: 3, 18: 4 | 8 | 1 |
| Glamour | 8 | abjuration | self, auto | — | you are Glamoured (1) | degrees Presence 14: 2, 18: 3 | 8 | 1 |
| Pitch fire | 8 | evocation | burst, area | range 6, radius 1 | 2d6 fire damage; then fire that burns for 6 turns (36 seconds); it melts the ice it reaches, and whoever stands on it falls in | Intelligence 13: 3d6, 16: 4d6, 22: 4d6+2; range Willpower 14: 7, 18: 8 | 14 | 1 |
| Shatter | 8 | evocation | burst, area | range 8, radius 1 | 4d6 force damage; it breaks walls | Intelligence 13: 6d6, 19: 6d6+2, 25: 6d6+4; range Willpower 14: 9, 18: 10 | 14 | 1 |
| Unbinding | 8 | abjuration | self, auto | — | ends Hexed and Weakened and Sluggish and Drowsy and Webbed and Frightened and Transfixed and Pinned | — | 8 | 1 |
| Bind | 9 | enchantment | ray, auto | 6 | a hostile you see suffers Pinned (2) | range Willpower 14: 7, 18: 8; degrees Presence 14: 3 | 9 | 1 |
| Charnel burst | 9 | necromancy | burst, area | range 8, radius 1 | 4d6 necrotic damage, from a corpse you see, used up | Willpower 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; range Willpower 14: 9, 18: 10 | 16 | 1 |
| Rime | 9 | evocation | cone, area | 4 | 4d6 cold damage | Willpower 13: 6d6, 16: 8d6, 22: 8d6+2; length Willpower 18: 5 | 14 | 1 |
| Fear | 10 | enchantment | burst, area | range 8, radius 1 | everyone it reaches but you, friend or foe, suffers Frightened (2) | range Willpower 14: 9, 18: 10; degrees Presence 14: 3 | 18 | 1 |
| Leech | 10 | necromancy | ray, attack | 6 | 4d6 necrotic damage; 50 % of the hit points it takes come back to you | Willpower 13: 6d6, 16: 8d6, 25: 8d6+2; range Willpower 14: 7, 18: 8 | 10 | 1 |
| Renewal | 10 | restoration | self, auto | — | you are Renewing (1) | degrees Presence 14: 2, 18: 3 | 10 | 1 |
| Call lightning | 11 | evocation | line, area | 8 | 4d6 electricity damage; only under the open sky | Willpower 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; length Willpower 14: 9, 18: 10 | 20 | 1 |
| Fireball | 11 | evocation | burst, area | range 10, radius 2 | 4d6 fire damage; it melts the ice it reaches, and whoever stands on it falls in; it breaks walls | Intelligence 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; range Willpower 14: 11, 18: 12 | 26 | 1 |
| Gale | 11 | evocation | line, area | 6 | everyone 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 zones | length Willpower 14: 7, 18: 8 | 20 | 1 |
| Haste | 11 | transmutation | self, auto | — | you are Hasted (1) | degrees Presence 14: 2, 18: 3 | 11 | 1 |
| Lightning bolt | 11 | evocation | line, area | 8 | 4d6 electricity damage | Intelligence 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; length Willpower 14: 9, 18: 10, 22: 11, 26: 12 | 20 | 1 |
| Remove disease | 11 | restoration | self, auto | — | ends Poisoned and every disease | — | 11 | 1 |
| Silence | 11 | abjuration | burst, area | range 8, radius 1 | everyone it reaches but you, friend or foe, suffers Silenced (1) | range Willpower 14: 9, 18: 10; radius Willpower 18: 2 | 20 | 1 |
| Soulglass | 11 | necromancy | ray, attack | 6 | 3d6 necrotic damage; what it kills leaves crystals, not a corpse | Willpower 13: 4d6, 16: 5d6, 19: 6d6, 25: 6d6+2; range Willpower 14: 7, 18: 8 | 11 | 1 |
| Benison | 12 | restoration | burst, area | about you, radius 1 | 2d6 hit points back, one roll, to you and each ally of yours in it | Willpower 16: 3d6, 22: 3d6+3; radius Willpower 18: 2 | 22 | 2 |
| Fire cloak | 12 | abjuration | self, auto | — | you are Fire-cloaked (1) | degrees Presence 14: 2, 18: 3 | 12 | 1 |
| Flame | 12 | evocation | burst, area | range 10, radius 2 | 6d6 fire damage; it melts the ice it reaches, and whoever stands on it falls in; it breaks walls | Intelligence 16: 8d6, 19: 10d6, 25: 10d6+2; range Willpower 14: 11, 18: 12 | 29 | 1 |
| Mirk | 12 | evocation | burst, area | range 8, radius 2 | a darkness no light reaches into for 30 turns (180 seconds) | range Willpower 14: 9, 18: 10; radius Willpower 18: 3 | 29 | 1 |
| Reek | 13 | necromancy | burst, area | range 8, radius 2 | 2d4 poison damage; then a cloud that poisons for 10 turns (60 seconds) | Willpower 16: 4d4, 22: 4d4+2; range Willpower 14: 9, 18: 10 | 31 | 1 |
| Grave spear | 14 | necromancy | line, area | 6 | 4d6 necrotic damage | Willpower 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; length Willpower 14: 7, 18: 8 | 25 | 1 |
| Rebuke | 14 | abjuration | burst, area | range 8, radius 2 | 4d6 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 foe | Willpower 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; range Willpower 14: 9, 18: 10 | 34 | 1 |
| Slumber | 15 | enchantment | ray, auto | 6 | a hostile you see suffers Asleep (1) | range Willpower 14: 7, 18: 8 | 15 | 1 |
| Balefire | 16 | evocation | line, area | 5 | 4d6 fire damage; then fire that burns for 10 turns (60 seconds) | Intelligence 13: 6d6, 16: 8d6, 25: 8d6+2; length Willpower 14: 6, 18: 7 | 29 | 1 |
| Beguile | 18 | enchantment | ray, auto | 6 | a 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: 16 | 18 | 1 |
| Call of the forest | 20 | enchantment | self, auto | — | calls +1 of bear to your side for 5 minutes, 1 at most at once; +10 to the difficulty of learning it | degrees Presence 14: 8, 18: 12, 22: 16 | 20 | 1 |
| Chain lightning | 20 | evocation | bolt, auto | 8 | 6d6 electricity damage; it jumps 3 times for certain, every jump reaching 2 cells | Intelligence 13: 8d6, 16: 10d6, 19: 12d6, 25: 12d6+3; jumps Willpower 14: 4, 18: 5, 22: 6; range Willpower 14: 9, 18: 10 | 20 | 1 |
| Cloudburst | 20 | transmutation | self, 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 | — | 20 | 1 |
| Rouse the dead | 24 | necromancy | self, auto | a corpse you see | the 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 it | degrees Presence 14: 15, 18: 20, 22: 30 | 24 | 1 |
| Sunfire | 30 | evocation | burst, area | range 10, radius 3 | 10d6 fire damage; it melts the ice it reaches, and whoever stands on it falls in | Intelligence 16: 12d6, 19: 14d6, 22: 16d6, 25: 16d6+4; range Willpower 14: 11, 18: 12 | 90 | 1 |
| Call the elements | 35 | enchantment | self, 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 it | degrees Presence 14: 8, 18: 12, 22: 16 | 35 | 1 |
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:
- 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.
- Multiply by its shape’s share and by its resolution’s share (a touch is cheaper).
- Multiply by what your armour adds.
- Round to the nearest point, once, and never below 1.
- 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.
- 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.
| Worn | Spells cost more |
|---|---|
| suit of plate armour | 40 % |
| suit of banded mail | 30 % |
| suit of scale mail | 20 % |
| tower shield | 20 % |
| chain mail shirt | 10 % |
| great helm | 10 % |
| large shield | 10 % |
See also: Miscasts, Wands and rods, and Spell circles.