This spell is an improved version of the Share Flight spell that uses a Broom Stick to reduce the fatigue of the Wizard. A total of two passengers can ride the stick. Casting Time: 1 round.
KNOW DIRECTION
This spell is highly useful to the travelling Wizard, allowing him to accurately determine the direction of north. Casting Time: 1 round.
LIGHTEN BURDEN
This spell is a favorite of travelling Wizards forced through choice or circumstances to journey on foot. Upon casting this spell, the pack of the Wizard, along with a total of 50kg in contents, will become virtually weightless. Casting Time: 1 round.
College Spells
DRIFT
This spell lowers the density of the Wizard so he can drift lazily in the wind. Due to his lightened condition, however, he is more vulnerable to Slams. He also suffers 1 point of Health loss every 5 minutes, so this spell can be exhausing to maintain for more than a few hours. Casting Time: 1 round.
GUIDE
This spell provides the Wizard with an intuitive knowledge of the land within a days travel. He can use this flash of knowledge to find a suitable place to hide, an escape route, locate large buildings or landmarks, or determine the best places to hunt or forage, etc. Quickly sifting through this rush of information is a tremendous mental strain. Casting Time: 1 Round.
HASTE
This powerful spell allows the Wizard to greatly speed up the target, granting Hyper-Running equal to the Spell Rank. The spell requires a lot of energy from both the Wizard and the target, making it difficult to maintain for a long duration. Casting Time: 1 round.
HOOVES OF THUNDER
This spell magically enchants the iron shoes of up to 8 horses, allowing the animals to gallop much faster than would normally be possible and leap across large gaps. However, this enhanced movement exhausts the beasts, costing them 10 points of Health loss every 5 minutes the spell is maintained. While the horses are galloping, their shoes flash sparks and make noises like thunder whenever they strike the ground. Casting Time: 1 Turn.
HORSELESS CARRIAGE
To use this spell, the Wizard must have a wheeled cart or small wagon available. The spell provides the propulsion for the vehicle, providing the equivalent of a single horse-power. The caster can only propel the cart forward or backward - any steering must be provided by mechanical means. The vehicle can move at the same rate as a horse-drawn carriage. Because of the fatigue caused by maintaining this spell for long periods, the Wizard suffers 9 points of Health loss every 5 hours the spell is maintained. Casting Time: 1 round.
MAGIC DOOR
When cast upon a wall, this spell creates a plain door that opens to the other side. If the wall is too thick, then the door merely opens onto a surface of blank wall. The spell is difficult to cast, requiring total concentration. Casting Time: 1 Turn.
MONKEY SWING
This spell allows the Wizard to brachiate rapidly through the tree tops like an agile monkey. If vines or branches are available, the caster can swing from tree to tree. When gaps occur in the forest, the Wizard can glide to the next tree. Casting Time: 1 round.
ROLLING STONE
Upon casting this spell, the Wizard curls up in a ball and begins rolling down a slope, picking up speed as he goes. The spell ends when the caster reaches level ground, or gradually comes out of the curled position and tumbles to a stop. The Wizard has some control over his descent, but must drop at least 1 area for each 2 areas of lateral movement. Casting Time: 1 round.
SHORGA'S LIFT
When a group of adventurers need to climb up or down a shaft, the Wizard can use this spell to move the entire party to the next level. Lifting a large party is fatiguing to the Wizard, who needs to make an Endurance feat roll. The lift will begin to wobble slightly just before it winks out of existence. Casting Time: 1 round.
Unique Spells
MARATHON
This spell allows the target to run continuously for two days without the need to stop for rest, food, or sleep. However, lengthy runs will cause 7 points of Health loss to the target every five hours. If the spell is still in effect when the runner does stop to rest, any type of Heal spell will restore the lossed Health. Casting Time: 1 Turn.
SUMMON MOUNT
This spell allows the Wizard to summon the local equivalent of a domesticated mount. In most circumstances, this will be a horse, but it could be a camel when in the desert, a giant sea horse underwater, or a young pegasus in a flying castle. The mount will be healthy and trained to follow simple directions from its rider. Unless the Wizard pays 5 points of Health each hour, the mount will be dismissed to its place of origin.
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