The Spells List in Loke | World Anvil
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The Spells List

All spells listed here are also credited with a page source. Most of the common spells come from BWG or Burning THAC0 by Luke Crane & Co, while a lot of the uncommon spells come from The Nameless Grimoire by Johnstone Metzger (which is free). A few spells are also partly inspired by those seen in Exalted by OPP. All adaptations made by Seraaron.
This article is a list of all canonical spells for the Conjuration sorcerous skill in the Loke setting. The list is ordered alphabetically in blocks. A full explanation of the rules is given in the Conjuration (Summoning + Sorcery) article.  

Spells: A – B

Animal Tongues (Low Speech) ⸻ Ob 2+ ⸻ 5 Actions

This spell allows the caster to speak with normally non-sapient animals.
When you cast this spell you must target an animal to instantly learn the language of and be able to speak to it. Every animal species effectively speaks in it's own language, and you must cast and sustain the spell while speaking to them. The casting obstacle may also be increased to instead target a whole Genus of animals for +1 Ob, a Family for +2 Ob, an Order for +3 Ob, a Class for +4 Ob, a Phylum for +5 Ob, or the entire animal Kingdom for +6 Ob.
Note: The magical language is lost as soon as you end the effect, so this spell cannot help you to learn the Animal Languages skill (which is more interpretative). Also note that speaking with aquatic animals may also require sticking your head underwater.
Origin:PersonalArea of Effect:Self (Voice)
Element:AnimaImpetus:Enhance / Transmute
Duration:SustainedPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:BWG pg 214

Arcane Kindness ⸻ Ob 4^ ⸻ 2 Actions

Soothing rhythms emanate from the sorcerer and make agreeable his desires.
This incantation grants bonus dice to Seduction, Haggling, Oratory, Persuasion and Circles tests. Meeting the Ob grants +1D, and every two marginal successes grant an extra die (e.g. getting 8 successes total grants +3D).
Origin:PersonalArea of Effect:Self
Element:Anima + ArcanaImpetus:Enhance
Duration:SustainedPurchase Price:16 rps
Obscurity:Common (Ob 1)Source:BWG pg 207

Bilious Smoke ⸻ Ob 5 ⸻ 3 Actions

Inky, sulphurous vapour pours from the wizard's blackened mouth.
The smoke obscures vision for those trapped in it and looking through it, increasing all Perception / Observation obstacles up to +4 Ob. In addition, those within are stung and smothered by the toxic fumes. Every exchange that another character spends in the cloud forces them to make an Ob 3 Forte-based Tax test (with the usual failure consequences).
Origin:PersonalArea of Effect:10s of Paces
Element:Earth + FireImpetus:Create / Tax
Duration:SustainedPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 207

Binding ⸻ Ob 2 ⸻ 1 Actions

Like so many stalks of grain, he sweeps aside the glittering spears of foes.
You bond two or more like-items together, so that they lock together like pieces of a puzzle. You may choose a number of items equal to your Will, within range, and of a similar earthen material type (e.g. bronze, iron, wood, stone, dirt, etc): The objects are held together like magnets with a Power equal to your Will.
Origin:PersonalArea of Effect:Half Presence
Element:EarthImpetus:Control
Duration:SustainedPurchase Price:4 rps
Obscurity:Common (Ob 1)Source:BWG pg 207

Black Cloak ⸻ Ob 5^ ⸻ 3 Actions

The dark servant covers himself in a humming field of ebon lightning and eldrich power.
This spell combines the effects of two other spells: ‘Eldritch Shield’ and ‘Turn Aside The Blade’. Effectively adding +1 Ob to all attempts to hit you or your target with almost any effect. Marginal successes must then be distributed between further physical or magical protection however you desire.
Note: The anti-spell obstacle penalty also counts against a caster’s Tax test if they fail the spell.
Origin:PersonalArea of Effect:Self / Single Target
Element:Arcana + EarthImpetus:Control / Tax
Duration:SustainedPurchase Price:20 rps
Obscurity:Uncommon (Ob 3)Source:BWG pg 247

Black-Blooded Rage ⸻ Ob 6 ⸻ 3 Actions

Calling upon the memories of all those tortured in pits, this spell sends the target into a howling fury.
The target gains +2D to all Steel tests and halves their standard hesitation obstacle for fear and pain for the remainder of the scene. Rhe target also becomes so mad with rage that they also do not suffer the +1 Ob penalty imposed by sustaining Superficial wounds; but they also start having difficulty distinguishing friend from foe. After killing their current opponent, roll randomly—giving equal weight to all other nearby characters that they can sense—to determine who they have to attack next.
Origin:PersonalArea of Effect:Single Target (Senses)
Element:AnimaImpetus:Influence
Duration:ScenePurchase Price:12 rps
Obscurity:Uncommon (Ob 3)Source:BWG pg 247

Blessed Hands ⸻ Ob [Target’s Health]^ ⸻ 5 Actions

With the warmth of a hearth, the sorcerer lays on hands and breathes in new life to a wounded patient.
Meeting the Ob grants the target a +1D bonus to their next Health test, and another +1D per margin of success. (Alternatively, this spell may be cast on an already healing wound—after a Health test—to reduce the recovery time by half. In this case marginal success does nothing).
Note: This does not count as treatment, it simply helps the patient's chances of recovery; the wound should be seen to by a surgeon or herbalist first if possible.
Origin:PersonalArea of Effect:Single Target
Element:AnimaImpetus:Enhance
Duration:InstantPurchase Price:20 rps
Obscurity:Common (Ob 1)Source:BWG pg 208

Blue-Blooded Heart ⸻ Ob 4 ⸻ 2 Actions

Cold holds no pain for one who knows the secret of the blue-blooded heart.
Protects the target from the drain of cold. They need not make Health or Forte tests to resist the effects of cold and exposure, and no injury may be sustained from cold air, water, or frost.
Origin:PresenceArea of Effect:Self / Single Target
Element:AnimaImpetus:Control
Duration:SustainedPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:BWG pg 208

Breath of Wind ⸻ Ob 3-10 ⸻ 5 Actions

Roaring winds howl from the throat of the sorcerer.
Success at Ob 3 will simply kicks up dust or blows out candles. If used in a Fight or Rnc, this can stagger a target adding a +1 Ob penalty to their next physical action. Alternatively, for Ob 4 the wind can break branches from trees, or cause a single action of Hesitation in fight. Ob 5 can damage houses, or knock someone prone. Ob 6 can blow down trees. Ob 7 can strip houses bare. Ob 8 will rip the roof off a large building or capsize a small vessel. Ob 9 will devastate most wooden structures, carry away people and livestock, or capsize a medium-sized vessel. Ob 10 will flatten all but the most sturdy of structures, or capsize large vessels.
WL = X (Missile), Max. Range = 5 (Highest) [2D / 4D]
Origin:PersonalArea of Effect:100s of Paces (line)
Element:AirImpetus:Destroy
Duration:InstantPurchase Price:12 rps
Obscurity:Common (Ob 1)Source:BWG pg 208

Burning Brightness ⸻ Ob 5^ ⸻ 3 Actions

The sorceress evokes a divine flame from within. Those who stand in her aura are compelled to look upon her awesome form and they are driven into a blinding fury.
Everyone in the area of effect must make a Steel test at +1 Ob for ‘wonderment and awe’. Those effected may not make use of any Hesitation or Steel related traits: they must test their flat Steel, no matter what. Furthermore, a residual aura reduces all light penalties from darkness by 1 Ob for the remainder of the scene. Marginal successes may be spent to increase the area of effect tenfold, or to further reduce light penalties.
Origin:PersonalArea of Effect:Presence
Element:Fire + HeavenImpetus:Influence / Control
Duration:Instant (Scene)Purchase Price:20 rps
Obscurity:Common (Ob 1)Source:Original
 

Spells: C – D

Call of Iron ⸻ Ob 3 ⸻ 2 Actions

With a flick of the wizard's wrist, the knife is wrenched from the assassin's hand.
You can call metal objects from afar—a sword, for example—and pull them towards you. Grabbing onto something with resistance will force a Will vs. Power between you and the wielder of the object.
Origin:Double PresenceArea of Effect:Single Target
Element:EarthImpetus:Control
Duration:InstantPurchase Price:6 rps
Obscurity:Common (Ob 1)Source:BWG pg 208

Call of the Fiery Pits ⸻ Ob 5^ ⸻ 3 Actions

Violent black words tear a rift in the skin of the earth, spewing fire and choking vapours: tremors shiver across the ground and shatter buildings like a hammer breaking glass.
Damaging spell effect. Grants +5D to an Engineering vs. Materials test. Anyone caught in immediate the area of effect must make an Ob 5 Speed test or else fall into lava—likely killing them immediately—or dropping them onto a craggy ledge, which they must climb out of or be rescued from, if they are an important character that we care about.
WL = X (Missile), Max. Range = 5 (Highest) [3D / 7D]
Origin:SensesArea of Effect:100s of Paces
Element:Earth + FireImpetus:Destroy
Duration:Instant (Permanent)Purchase Price:20 rps
Obscurity:Rare (Ob 5)Source:BWG pg 248

Cat's Eye ⸻ Ob 3 ⸻ 2 Actions

Twilight becomes bright and what lies in the shadows is revealed.
Reduces obstacle penalties for dimness, haziness, and darkness for the target by 2 levels.
So pitch-blackness—which normally gives a +4 Ob—is reduced to +2 Ob, for example
Origin:PresenceArea of Effect:Self / Single Target
Element:AnimaImpetus:Enhance
Duration:SustainedPurchase Price:6 rps
Obscurity:Common (Ob 1)Source:BWG pg 209

Ceremonial Bondage ⸻ Ob [Mode Will] ⸻ Ritual

This incantation binds two or more souls together into a unique relationship which helps them protect one another. The spells is favoured among adventuring parties, royal guardsmen, honoured servants, and newly-weds.
If successfully cast, all targets gain the 'Bonded' trait; in which they must list everyone else they are bonded too (i.e. all other participants in the ritual). The trait counts as a Call-On for Steel when one of the bonded members is in danger, and it gives them each a rough idea of which direction the others are at any moment like a soft mental tug. An individual may only have one Bonded trait at a time, for the moment any person in the bond betrays another the trait is lost for everyone like a sharp mental snap! The obstacle is the most common Will exponents among all targets (or the average rounded up), the caster may include themselves in the ritual too with the permission of the other targets.
“Betrayal” includes violence, theft, adultery, murderous intents, especially hateful words, breaking pacts, or getting 'Bonded' to a different set of people
Origin:PresenceArea of Effect:Single Targets
Element:Anima + HeavenImpetus:Enhance
Duration:Until BetrayalPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:Original

Chameleon ⸻ Ob 4^ ⸻ 2 Actions

Skin and clothing swirl and fade like sunspots and afterimages, as the sorcerer blends seamlessly into his surroundings—scattering the flow of time around himself—there one moment, gone the next... difficult t-to... focus on.
Meeting the obstacle grants the target +1D to the Stealthy, Inconspicuous, and Camouflage skills. Marginal successes can be spent on extra dice. In addition, the target cannot be be easily spotted anyway. That is, another character must explicitly state that they are looking about for them—either by expressed intent, or with an instinct or trait—to even attempt an Observation test.
Note: If travelling in a group then the target of this spell is never considered to be the ‘slowest or loudest’ for the purpose of the leading a test to avoid detection.
Origin:PersonalArea of Effect:Self / Single Target
Element:HeavenImpetus:Control
Duration:SustainedPurchase Price:16 rps
Obscurity:Common (Ob 1)Source:BWG pg 209

Chaos Ward ⸻ Ob 5^ ⸻ 3 Actions

A cacophany of lights and sounds swirl around, obscuring the very earth from thy feet and the sun from thy brow.
This spell causes confusion to all who fall under it. Meeting the obstacle imposes a +1 Ob penalty to all actions taken in the area of effect. Additional successes can be spent to increases the penalty.
WL = X (Missile), Max. Range = 5 (Highest) [1D / 5D]
Origin:SensesArea of Effect:10s of Paces
Element:HeavenImpetus:Influence / Tax
Duration:SustainedPurchase Price:20 rps
Obscurity:Common (Ob 1)Source:BWG pg 209

Choking Hand ⸻ Ob 3^ ⸻ 2 Actions

His malignant will forms an invisible appendage eager to do his terrible bidding.
Conjures a translucent hand or tendril with the reach of a lance and a Power equal to your untaxed Will (and with another +1D to Power for every 3 successes over the Ob). The appendage may be used to choke a victim as per the rules for Lock (you test the spell’s Power vs. the victim's Power), or to make ranged 'unarmed attacks', but it does not have to vie for position. If the victim breaks the Lock then the spell is also broken, and ends. Alternatively it may be used to Help the wizard in a Lock or a separate versus Power test.
Power = Will +1/3 MoS, Add 2, VA = 0, WS = 3, WL = 5 (Longest), Range = Melee
Origin:PresenceArea of Effect:Single Target
Element:AnimaImpetus:Tax
Duration:Sustained (or Until Broken)Purchase Price:12 rps
Obscurity:Common (Ob 1)Source:BWG pg 209

Coil and Knot ⸻ Ob 2+ ⸻ 5 Actions

With a few deft upward gestures, the wizard whipped the winds up and the ropes started dancing like snakes, then with a flick down the ends were tied together as well as any sailor at sea.
Allows you to tie or untie any ropes or cords in your presence. Ob 2 will effect a simple overhand knot, raising the Ob as per the Knots skill (pg 280) for more complex knots or for versus tests. (The obstacles are the same for untying a knot). Multiple knots may be created in the same casting, on the same Ob, as long as all the ropes to be tied are in the area of effect.
Origin:PersonalArea of Effect:Presence
Element:Air + EarthImpetus:Control
Duration:InstantPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:THAC0 pg 8

Courage ⸻ Ob 4^ ⸻ 2 Actions

The word is fire in thy veins.
This simple incantation negates any all current hesitation among your allies in your presence, and it grants +1D to their next Steel exponent on meeting the Ob, and an extra +1D for each marginal success. The spell Ob is the most common Hesitation value among all affected characters in range (or the average rounded up).
Origin:PersonalArea of Effect:Presence
Element:Anima + FireImpetus:Influence
Duration:InstantPurchase Price:16 rps
Obscurity:Common (Ob 1)Source:BWG pg 210

Creeping Shadow Mamba ⸻ Ob 4^ ⸻ 2 Actions

The serpent flings forth from the caster’s sleeve and writhes across the floor like black vapour.
The shadowy snake has a will of its own once released; it is not completely under your control, though you can point it in the right direction at the start. It has a Will and Speed stats equal to your Will, and no other stats. It has Stride of 8. It carries with it a miasma of noxious fumes in its Presence which both increases darkness penalties for everyone in it by 1 and forces them to make an Ob 5 Forte-based Tax test (with the usual failure consequences) if they stay near it for longer than an exchange. Anyone who touches it (or that it touches) must also immediately make a Steel test at +1 Ob. It also has a venomous bite which causes hallucinations. Marginal of successes are spent to increase the number of exchanges that the Creeping Shadow Mamba exists for.
Origin:PersonalArea of Effect:Double Presence
Element:Arcana + WaterImpetus:Tax
Duration:ExchangesPurchase Price:16 rps
Obscurity:Uncommon (Ob 3)Source:BWG pg 249

Dark of Night ⸻ Ob 3^ ⸻ 2 Actions

A dim pall suffocates the hall as the wizard enters, shadows lengthen and deepen, lamps shine but give no light.
The spell creates darkness and smothers light around you. Thus a candle can be seen as a point of light, but it illuminates nothing, like a distant star. Successfully casting the spell creates the dim light condition (+1 Ob to actions requiring light). Extra successes can increase the darkness level up to a maximum of +4 Ob (total blackness). Extra successes can also increase the AoE by tenfold.
Note: This replaces any pre-existing light penalties for the scene (i.e. it does not stack), but it is also creating a magical darkness, which typical ‘darkvision’-type traits cannot bypass either.
Origin:PersonalArea of Effect:10s of Paces
Element:Arcana + WaterImpetus:Tax
Duration:SustainedPurchase Price:12 rps
Obscurity:Common (Ob 1)Source:BWG pg 248

Death’s Howl ⸻ Ob 4^ ⸻ 2 Actions

A frigid wind erupts howling from the mouth of the sorcerer. It is so terrible it freezes the flesh on the bone, the wind is so powerful it topples trees.
Damaging effect. Success above the Ob can either be spent as a 'Throw Person' action in Fight or they may be spent on the 'Natural Effects Scale' (pg 520) to blow down trees and damage houses, or even create great swells and destroy small buildings.
Power = Will, IMS = DoF, VA = 8, WL = X (Missile), Max. Range = 5 (Highest) [2D / 4D]
Origin:PersonalArea of Effect:100s of Paces (line)
Element:AirImpetus:Destroy
Duration:InstantPurchase Price:16 rps
Obscurity:Uncommon (Ob 3)Source:BWG pg 248

Delirium Tremens ⸻ Ob [Target’s Forte] ⸻ 5 Actions

The touch of this wizard will send all thine senses reeling.
This spell increases all of the victim's ability obstacles by 10 minus their Will. After casting, this penalty drops by 1 every Volley until it diminishes back to zero.
Origin:PersonalArea of Effect:Single Target
Element:AnimaImpetus:Tax
Duration:VolleysPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 210

Dexterity of the Cat ⸻ Ob [Target’s Speed] ⸻ 5 Actions

Purring incantations imbue the recipient with the infallible balance of a cat.
Raises the target’s Speed and all Physical skill exponents for the purpose of climbing, leaping, dodging, dancing, and other cat-like actions by 2D. This can also be factored into Reflexes.
For example, this includes Positioning and Avoid tests in Fight, but not Close / Maintain / Withdraw in RnC or long-distance running.
Origin:PersonalArea of Effect:Self / Single Target
Element:AnimaImpetus:Enhance
Duration:SustainedPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 210

Door ⸻ Ob 3+ ⸻ 5 Actions

With a touch, the space around the wall bends inwards and shortens until there is no wall left, but rather a portal to whatever is on the other side.
Only works on mundane and solid surfaces (e.g. brick walls, locked doors, iron gates, cave floors, etc.). The portal created is only as big as the caster is—based on stature—and the initial depth is only a maximum of 1 pace. An obstacle penalty must be applied to double the depth of the effect (i.e. +1 Ob = 2 paces, +2 Ob = 4 paces, ..., +10 Ob = 1024 paces).
Note: This doesn’t exactly teleport you by however many paces you need it to, rather it deposits you on the other side of the solid object it’s used on—projected in a straight line—so if used on a thin wall you’ll still only end up on the other side of that wall, even if you use this spell at a higher Ob.
Origin:PersonalArea of Effect:Paces
Element:Arcana + EarthImpetus:Control
Duration:SustainedPurchase Price:12 rps
Obscurity:Common (Ob 1)Source:THAC0 pg 8
 

Spells: E – G

Eldritch Shield ⸻ Ob 3^ ⸻ 2 Actions

I call upon thee, Powers Arcane. Protect this humble supplicant from the depredations of evil!
This increases all Obs to strike at or shoot you or your target with magical weapons or spell effects with the ‘Tax’ or ‘Destroy’ impetus by 1 plus any margin of success.
Origin:PersonalArea of Effect:Self / Single Target
Element:ArcanaImpetusTax
Duration:SustainedPurchase Price:12 rps
Obscurity:Common (Ob 1)Source:BWG pg 211

Emperor's Hand ⸻ Ob [Target’s Forte]^ ⸻ 5 Actions

Cold blue fire arcs from the wizard's hand into the very soul of his prey, draining his strength.
Meeting the obstacle temporarily drains 1D of Forte from the victim. Extra successes can be spent to drain more Forte. Reducing Forte to zero incapacitates the target. The lost Forte dice then recover at a rate of 1D per minute or so (about 10 exchanges in Fight).
WL = 5 (Longest), Max. Range = Melee
Origin:PresenceArea of Effect:Single Target
Element:Anima + ArcanaImpetusTax
Duration:InstantPurchase Price:20 rps
Obscurity:Common (Ob 1)Source:BWG pg 212

Falcon Skin ⸻ Ob 4 ⸻ 2 Actions

Invoking the names and powers of the shaper, the sorceress and trickster, the wizard transmutes his form and his belongings into that of a sleek falcon.
While sustaining the spell, you gain the stats and skills of a ‘Bird of Prey’ (see the Creature Codex pg 307). You may fly as the bird does (with Stride 24), but may not speak or gesticulate, and thus may not cast any further spells. No ability tests made while in bird-form carry back to your mannish-form.
Note: For the purpose of sustaining spells, use the wizard's original Forte, not the bird's Forte.
Origin:PersonalArea of Effect:Self
Element:AnimaImpetusTransmute
Duration:SustainedPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:BWG pg 212

Fire Fan ⸻ Ob 2^ ⸻ 1 Actions

Flickering flames flare out from the caster's fingertips and scorch his enemies.
Damaging spell effect.
Power = Will, Add 2, VA = 2, WL = 3 (Long), Range = Melee
Note: Deals +1 pip of extra damage to the PTGS of enemies weak to fire, or may ignite flammable objects.
Origin:PersonalArea of Effect:Presence
Element:FireImpetusDestroy
Duration:InstantPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:BWG pg 212

Fire Lash ⸻ Ob 3^ ⸻ 2 Actions

A tongue of fire whips out from the caster's gaping maw and bathes his enemies in flames.
Damaging spell effect.
Power = Will +3, Add 2, VA = 2, WL = 3 (Longest), Range = Melee
Note: Deals +1 pip of extra damage to the PTGS of enemies weak to fire, or may ignite flammable objects.
Origin:PersonalArea of Effect:Paces
Element:FireImpetusDestroy
Duration:InstantPurchase Price:12 rps
Obscurity:Common (Ob 1)Source:BWG pg 212

Firewalker ⸻ Ob 4 ⸻ 2 Actions

Fire cannot touch one who knows this secret.
This will protect you or your target and any belongings they carry from being ravaged by natural heat and flames.
Note: This does not protect against fire produced by other magics or anything with the 'Destroy' Impetus.
Origin:PersonalArea of Effect:Self / Single Target
Element:Anima + FireImpetusControl
Duration:SustainedPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:BWG pg 213

Fish Lung ⸻ Ob 5 ⸻ 3 Actions

The briny water becomes air in the wizard’s mouth and lungs.
This let's the recipient to breathe underwater while sustained. Alternatively, can be used in reverse to effectively begin drowning a target so long as you sustain the effect.
Note: Drowning requires a graduated Forte test to indicate roughly how many minutes you can hold your breath for on such short notice.
Origin:PresenceArea of Effect:Self / Single Target
Element:Air + WaterImpetusTransmute
Duration:SustainedPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 213

Flame Finger ⸻ Ob 1 ⸻ 1 Actions

The sorceress snapped her fingers and a small bright flame leaped into life at the tip of her finger.
This tiny flame can be used to ignite flammable objects, make a fire, light candles, etc. By itself, it gives off the light of a candle, reducing light penalties, but it is easily blown out if you’re not careful. May also count as having tools for a Firebuilding or Arson test.
Origin:PresenceArea of Effect:Single Target
Element:FireImpetusCreate
Duration:Sustained (or Until Blown Out)Purchase Price:2 rps
Obscurity:Common (Ob 1)Source:BWG pg 213

Force of Will ⸻ Ob [Target’s Will +6] ⸻ 5 Actions

The most foul sorcerous power is that of twisting man's will.
You implant forceful commands into the victim's mind. Your words become their thoughts: as if the victim had formulated them himself. They resonate against the character's personality for the rest of his days. You may permanently change one of the target’s beliefs, instincts, character traits to anything you like. This cannot be changed again without another use of Force of Will.
Origin:PresenceArea of Effect:Single Target
Element:AnimaImpetusControl
Duration:PermanentPurchase Price:22 rps
Obscurity:Common (Ob 1)Source:BWG pg 213

Gray Cloak ⸻ Ob 5 ⸻ 3 Actions

Cold tendrils of mist unfold from the sorcerer's robes, blurring shape, and hiding form.
The cloak increases all Perception / Observation obstacles for those looking in by +3 Ob.
WL = X (Missile), Max. Range = 30p (Short #3)
Note: This counts as mist or fog, so traits that reduce darkness penalties are ineffective.
Origin:PersonalArea of Effect:10s of Paces
Element:Air + WaterImpetusControl
Duration:ScenePurchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 213
 

Spells: H – L

Havoc's Hand ⸻ Ob 3^ ⸻ 2 Actions

The sorcerer's hand becomes a venomous blade.
Your hand becomes a weapon. You must simply touch your opponent to deliver retribution (requiring an Ob 1 Agility test, a strike, lock, or similar action). The damage is done according to successes on the spell, not successes on the physical action. The touch has a damaging effect:
Power = Will +4, Add 2, VA = 1, WL = 1 (Shortest), Range = Melee
Origin:PersonalArea of Effect:Self (Single Target)
Element:AnimaImpetusDestroy
Duration:SustainedPurchase Price:12 rps
Obscurity:Common (Ob 1)Source:BWG pg 214

Horror ⸻ Ob 4^ ⸻ 2 Actions

Terrible emanations of fear and loathing pour forth from the wizard.
This spell causes everyone in twice your presence to make a Steel test at +1 Ob for spooky magic. Extra successes can be spent to increase the Steel obstacle, or to double the AoE again.
WL = X (Missile), Max. Range = 10p (Short #2)
Origin:PersonalArea of Effect:Double Presence
Element:AnimaImpetusInfluence
Duration:InstantPurchase Price:16 rps
Obscurity:Common (Ob 1)Source:BWG pg 214

Horse's Stride ⸻ Ob 3 ⸻ 2 Actions

The swiftness of the running mare courses through the sorcerer's shanks.
This spell changes the recipient's stride to that of a horse (i.e. Stride 12), regardless of what their normal Stride is.
Origin:PersonalArea of Effect:Self / Single Target
Element:AnimaImpetusEnhance
Duration:SustainedPurchase Price:6 rps
Obscurity:Common (Ob 1)Source:BWG pg 214

Intonation of The Vein’s Dark Secrets ⸻ Ob 4 ⸻ 2 Actions

Dirt and loam froth and foam, dust falls, and loose stones crumble as the wizard passes, the sound of his footsteps only bouncing in certain directions; they are all signs, subtly leading him where he wants to go, but cannot find by himself, through the cold blinding dark.
This spell will slowly but surely lead you to a cave mouth (entrance / exit), or an underground settlement, or some other place of refuge, while exploring the Veins of the Earth; even when you are in total pitch-blackness. It will take far longer to navigate than if you simply had a light and a good map, and the route the magic takes you won’t necessarily be devoid of dangers—both environmental and monstrous—but it will get you where you want to go—a destination within a few miles—so long as you survive.
Origin:PersonalArea of Effect:Miles
Element:EarthImpetusInfluence
Duration:IndefinitePurchase Price:8 rps
Obscurity:Uncommon (Ob 3)Source:BWG pg 249

Lights of St. Ajora ⸻ Ob [Target’s Speed]^ ⸻ 5 Actions

A rushing blast of colour and light flies from the outstretched hands of the caster and stuns all in it's path.
The orb of light travels in a straight line and hits the first target in the line so long as the spell was successful. Anyone directly behind the target is hit as well if their Speed is equal or lower than your primary target. Those hit by the orb is interrupted and must hesitate for one action—counting as a “may not” for sustained spells—then they must make a Forte test at Ob 1 plus your margin of success. Their margin of failure on this Forte test is then applied as an obstacle penalty for all actions for the rest of the volley, as the lights leave them dazed and confused. The penalty drops by one in the next volley, and by one more in the next, and so on until it diminishes to zero.
WL = X (Missile), Max. Range = 50p (Mid #1)
Origin:PersonalArea of Effect:Single Target(s) (10s of Paces)
Element:Fire + HeavenImpetusTax
Duration:InstantPurchase Price:20 rps
Obscurity:Uncommon (Ob 3)Source:BWG pg 214
 

Spells: M – O

Mage Light ⸻ Ob 3-6^ ⸻ 5 Actions

He rapped his staff upon the flagstones and gentle illumination flowed forth.
This is a subtle but powerful spell that dispels darkness. It can be used to call upon the simple light of a candle, or the awesome brightness of the sun. Before casting, the sorcerer must indicate what kind of light he wishes to conjure and where it emanates from (e.g. his brow or eyes, his staff or weapon, a ring or finger, etc.). There are four types of darkness that this can dispel: dim light / lantern light/ twilight = Ob 3; candlelight / moonlight = Ob 4; gloom / distant illumination / starlight = Ob 5; or complete darkness / overcast night / underground = Ob 6. If successfully cast, the darkness penalties are negated in the area of effect. Marginal successes can be spent to increase the area of effect by tenfold.
Note: Dispelling complete darkness is the equivalent of creating daylight, which can burn or cause penalties to creatures of darkness
Origin:PersonalArea of Effect:Presence
Element:FireImpetus:Create
Duration:SustainedPurchase Price:16 rps
Obscurity:Common (Ob 1)Source:BWG pg 215

Magesense (Second Sight) ⸻ Ob 4^ ⸻ 2 Actions

This is a powerful spell extends the sorcerer's senses from the realm of the mundane into that of the arcane.
When this spell is erected, you can suddenly see, hear, and smell magic. When a spell is cast within the range of your senses, or when you looks upon an enchanted item, you may make a Perception test to detect or identify the magic: the obstacle is 10 minus the Ob or Strength of the active spell / effect. Success on this test will tell you about the general effect, or maybe the name of the spell, but not the specific details unless it's established that you’ve encountered this kind of magic before. Extra successes on casting the spell can be spent to further heighten your natural sensitivity, granting +1D to Observation tests while sustained, up to a maximum of +3D. Additionally, while sustained, since you can now see magical auras your Aura Reading skill becomes open-ended (if you have it), and it can be used instead of Perception to detect magic and identify spells (as above) if you’d prefer. A major drawback to having magesense sustained, though, is that you will suffer a +1 Ob penalty to all physical actions like fighting, running, and jumping; as the strange overlap of reality is quite disorienting.
Note: Having Magesense up also explicitly lets you FoRK ‘Aura Reading’ into other Conjuration tests, but it must be sustained for the whole duration of the other summonings (which is several hours usually, and so you may also have to make a Forte-based Tax test in the interim).
Origin:PersonalArea of Effect:Self (Senses)
Element:Anima + ArcanaImpetus:Enhance
Duration:SustainedPurchase Price:16 rps
Obscurity:Common (Ob 1)Source:BWG pg 215

Magic Whistle ⸻ Ob 1 ⸻ 1 Actions

A most basic of spells, taught to junior magicians to help the practise their art.
Almost completely functionally useless, except as a party trick. The spell creates a sharp whistling sound that soars above your heads, then a bright pop is heard a moment later; as though an invisible firework had just been let off. Might spook the birds, or cause a moment of distraction. Some sorcerers have been known to use this spell creatively though.
Origin:PresenceArea of Effect:Single target (Paces)
Element:AirImpetus:Control
Duration:InstantPurchase Price:2 rps
Obscurity:Common (Ob 1)Source:BWG pg 216

Mask ⸻ Ob 3^ ⸻ 2 Actions

A wizard can walk in the guise of any man.
A mage may alter his facial appearance with this spell, to resemble anyone else real or imagined. It does not alter the rest of his physical form however, and it is simply a twisting illusion of the space and light around his face; so anyone who knows the mage may still attempt to recognise him: They must make an Observation test at Ob 1 + margin of success.
Origin:PersonalArea of Effect:Self
Element:Arcana + HeavenImpetus:Control
Duration:SustainedPurchase Price:12 rps
Obscurity:Common (Ob 1)Source:BWG pg 216

Mend ⸻ Ob 4-7^ ⸻ 5 Actions

Under the witch's careful tending, the wear and tear of daily life disappears from cloth, wood, and even metal.
Mend shoes, clothes, or finery = Ob 4; mend tools, weapons, chains, or 1D of armour = Ob 5; mend 2D of shields or armour, or fix small machined objects like locks and gears, or large tools and weapons like a plough or a cannon = Ob 6; mend 3D of armour or shields, or repair larger machines, like mills, lathes, or pressure tanks = Ob 7.
Origin:PersonalArea of Effect:Single Target
Element:EarthImpetus:Control
Duration:SustainedPurchase Price:20 rps
Obscurity:Common (Ob 1)Source:BWG pg 216

Minor Maker ⸻ Ob 3^ ⸻ Ritual

Know this simple spell and you'll never be without that which you need.
Starting with a scrap of raw material or a fragment of the original, you can recreate and multiply wooden planks, lengths of rope, sheets of cloth, paper, chain links, etc. Any minor mundane object really, as long as it is all made of the same material. Even food: so long as it's vegetarian. Success doubles your starting amount of material and margin of success doubles-again how much is produced (x4, x8, x16, etc).
Origin:PersonalArea of Effect:Single Target
Element:EarthImpetus:Create
Duration:InstantPurchase Price:12 rps
Obscurity:Common (Ob 1)Source:BWG pg 216

Major Maker ⸻ Ob 6^ ⸻ Ritual

A powerful spell indeed; one that, if properly seeded, would put even a master craftsman to shame. Some may even call this “cheating”. The spell creates an object of the wizard’s desire from scratch.
Starting with a single inorganic mundane object—or section of a larger object, at the GM’s discretion—no larger than a hay cart, you can use this magic to reproduce a duplicate of it. Success gives you a rough copy of the starting object. It is functional, but the craftsmanship is ‘poor’. Each marginal success can be spend to either increase the craftsmanship up to ‘run of the mill’ or ‘superior’ (so long as the original template object is also of ‘run of the mill’ or ‘superior’ quality), or they can be spent to create additional copies (x3, x4, x5, etc).
Example: Suppose you wanted to use this to quickly create several pieces of armour; chest pieces, say. Say that you get 10 successes! You can spend two marginal successes to increase the quality to ‘superior’, and then spend the remaining two to get two more copies; giving you three of copies of the superior quality chest piece, plus the original.
Note: The craftsmanship selected is applied all copies.
Origin:PersonalArea of Effect:Single Target(s)
Element:EarthImpetus:Create
Duration:InstantPurchase Price:24 rps
Obscurity:Uncommon (Ob 3)Source:Original

Mire ⸻ Ob 5^ ⸻ 3 Actions

The stone becomes sludge, the earth becomes mud.
The ground affected area turns to muck, slowing down passage, counting as difficult terrain (i.e. +1 Ob to movement, positioning, and related physical actions). If cast on a wall section or building, this spell will appear to melt a hole right through it; leaving a brown slurry of gore around the wound. Two marginal successes can be spent to increase the obstacle penalty for the terrain by +1 Ob. Individual marginal successes can also be spent to repeatedly double the area of effect (x2, x4, x8, etc). After the spell ends the mud turns back to stone.
Origin:SensesArea of Effect:Presence
Element:Earth + WaterImpetus:Control
Duration:SustainedPurchase Price:20 rps
Obscurity:Common (Ob 1)Source:THAC0 pg 8
 

Spells: P – R

Phantasmagoria ⸻ Ob 4-10 ⸻ 5 Actions

Shadows, dreams, and phantasms come at the witch's beck and call and mold to her wit.
The size, scope, sound, depth, texture, and detail of the vision depend on the intent of the spell: Tiny palm-sized illusions = Ob 4; Small animal-sized illusions = Ob 5; Diminutive child-sized illusions = Ob 6; Middling man-sized illusions = Ob 7; Massive horse-sized illusions = Ob 8; Gigantic monstrous illusions = Ob 9; Colossal whale-sized illusions = Ob 10. To penetrate the illusion, an opposing character must have reason to suspect an illusion is taking place—either by contradiction or by instinct—and then pass a Perception test at an Ob equal to your current Will. The illusion cannot cause direct harm.
Origin:SensesArea of Effect:10s of Paces
Element:Anima + Arcana + HeavenImpetus:Control
Duration:SustainedPurchase Price:14 rps
Obscurity:Common (Ob 1)Source:BWG pg 217

Philosopher's Perch ⸻ Ob 3 ⸻ 2 Actions

His pure thoughts render him weightless; he floats in air akin to a feather.
Levitate yourself or your target straight up or down in the air, or hover on the spot, moving up to 10 paces per second. Note that this only moves things vertically, not horizontally.
Origin:PersonalArea of Effect:Self / Single Target
Element:AirImpetus:Control
Duration:SustainedPurchase Price:6 rps
Obscurity:Common (Ob 1)Source:BWG pg 217

Power of Suggestion ⸻ Ob [Target’s Will] ⸻ 5 Actions

Sorcery renders supple the words and tongue of the magician.
Using this spell, you use a magically empowered voice on your target, offering that your target do something seemingly normal or mundane. You may not command them to do anything which goes against their instincts, and so you can’t force them to do anything too out of the ordinary. If the spell is successfully cast, then the victim is persuaded to follow your advice. The request must be completed while the spell sustained, and the target must stay within your presence while they perform the action. Afterwards the suggestion will lose importance to them, and they will move on; not necessarily remembering that they were mind-controlled unless someone else tells them they were. The effect is obvious to all other witnesses, and if the spell fails then the target knows what you just tried to do too.
Origin:PresenceArea of Effect:Single Target
Element:AnimaImpetus:Influence
Duration:SustainedPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 217

Pyrotechnics ⸻ Ob 2^ ⸻ 1 Actions

The sorcerer commands the life of fire.
You may control flames to burn high and bright or cause them to be low and smoking. This spell targets and affects a bonfire-sized fire that you can see, hear, smell, or feel. The fire's strength can be increased or decreased by a steps on the Natural Effects Scale (pg 520), and further by one step for each marginal successes. Fires reduced to zero are doused.
Note: The spell cannot create new fires from nothing, only manipulate what’s already there.
Origin:SensesArea of Effect:Single Target
Element:FireImpetus:Control
Duration:InstantPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:BWG pg 218

Rain Caller ⸻ Ob 3-10 ⸻ 5 Actions

Leaden clouds stir to the sorcerer's long call; thick, stinging rain sweeps the fields, causing his enemies to despair.
You open the heavens and call down the rains. It may simply be used to provide for a community, or it may destroy one: The rain can feed crops and thirsty animals; or it can turns the earth to soupy mud, drown out the cries of men, and wash away bridges and homes. Success at Ob 3 immediately brings on a light drizzle. Higher obstacles can bring a heavier rain: Ob 4 brings proper rain; Ob 5 brings heavy rain; Ob 6 brings a downpour with accompanying flash-floods; Ob 7 brings a light storm with flooding that causes minor damage to buildings; Ob 8 brings a storm squall that causes flooding that threatens to carries away livestock and will destroys leaky shacks; Ob 9 brings a heavy storm and flooding that destroys cottages; Ob 10 causes a truly supernatural downpour that collapses villas and farmhouses and damages all larger buildings.
Origin:SensesArea of Effect:100s of Paces
Element:WaterImpetus:Control
Duration:Instant (Scene)Purchase Price:12 rps
Obscurity:Common (Ob 1)Source:BWG pg 218

Rain of Fire ⸻ Ob 5^ ⸻ 3 Actions

The sky turns a smoky red and screams of fire erupt through the air, annihilating the wizard's enemies.
Damaging spell effect. All in the area are potentially hit, each must make an Ob 4 Speed test to dodge: Success means they take half damage on their PTGS.
Power = Will +2, IMS = DoF, VA = 5, WL = X (Missile), Max. Range = 5 (Highest) [2D / 6D]
Note: Deals +1 pip of extra damage to the PTGS of enemies weak to fire, or may ignite flammable objects.
Origin:SensesArea of Effect:10s of Paces
Element:Air + FireImpetus:Destroy
Duration:InstantPurchase Price:20 rps
Obscurity:Common (Ob 1)Source:BWG pg 218
 

Spells: S – U

Sarch's Glare ⸻ Ob ⌊Target’s Will or Forte⌋ ⸻ 5 Actions

Arcane power flares from the brow of the sorcerer, and his eyes become scintillating stars of fear.
The target is interrupted and frozen; their limbs go dead; paralysed and pacified. They are evoked to gaze upon you and do nothing else. The obstacle is the target's Will or Forte, whichever is the lowest. In addition to sustaining the spell, the you must also remain within line of sight of your target.
WL = X (Missile), Max. Range = 2 (Low) [1D / 1D]
Origin:PresenceArea of Effect:Single Target (Paces)
Element:AnimaImpetus:Control / Tax
Duration:Sustained (or Until Eye Contact Broken)Purchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 219

Shards ⸻ Ob 2^ ⸻ 1 Actions

With a gesture, the sorcerer gouges massive splinters from nearby wood or stone and flings them with great velocity and ferocity towards a target.
Damaging spell effect. Leaves deep grooves in the material used as the source of the shards, destroying up to 1D from your target’s shield (if they have one) (and if it’s mundane).
Power = Will −1, Add 2, VA = 3, WL = 4 (Longer), Range = Melee
Origin:PresenceArea of Effect:Paces
Element:EarthImpetus:Destroy
Duration:InstantPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:BWG pg 219

Sight of the Eagle ⸻ Ob [Target’s Perception] ⸻ 5 Actions

Light sharpens, and that which is distant becomes clear.
Allows you or your target to see great distances clearly, granting +1D to an appropriate Perception test. For the purpose of shooting skill tests the recipient of the power also counts Extreme Range (Ob 3) as Optimal (Ob 2) in RnC.
Origin:PresenceArea of Effect:Self / Single Target
Element:AnimaImpetus:Enhance
Duration:SustainedPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 219

Silent Servant ⸻ Ob 3-6 ⸻ 5 Actions

The witch places her hand on the loamy soil, and pulls up from it a figure of clay and roots and packed soil who follows her every whim.
The summoned servant will perform any simple function you: carry, serve, open, hold, pull, etc. Its physical Stats are all equal to your Will, it has no mental Stats. It has the Brawling, Climbing, Ditch Digging, and Hauling skills opened at a rank equal to half your Will (rounded down). It’s Stride is always 5 but it’s stature is determined by the obstacle: by default the servant is small, but for +1 Ob it can be diminutive and it gains +1D to an ability of your choice, +2 Ob makes it middling and grants +2D, and +3 Ob makes it massive and gives +3D. It can help you or you can help it. Do not track any tests for the servant for they all disappear when the spell ends.
Origin:PresenceArea of Effect:Single Target
Element:Arcana + EarthImpetus:Control
Duration:SustainedPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:BWG pg 220

Spark Shower ⸻ Ob 2^ ⸻ 1 Actions

Flames and embers leap out of a nearvy brazier or torch and hurtle towards the target like a swarm of flaming insects.
Damaging spell effect. You must target a burning object in your presence larger than a candle flame and then aim it at someone within a hundred paces. Also, if the targetted flame is smaller than a bonfire, it is doused.
Power = Will −2, IMS = DoF, VA = 2, WL = X (Missile), Max. Range = 4 (High) [2D / 1D]
Note: Deals +1 pip of extra damage to the PTGS of enemies weak to fire, or may ignite flammable objects.
Origin:PresenceArea of Effect:Single Target(s)
Element:FireImpetus:Control / Destroy
Duration:InstantPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:BWG pg 219

Steady Mind ⸻ Ob [Target’s Will] ⸻ 5 Actions

The yogini sees what true intentions lurk in the hearts of men and beast as they bow and greet her, and she finds them lacking.
This effectively raises the target’s Will exponent by 2D so long as the target remains motionless (i.e. does not move from their current position). This increase can be factored into Body of Argument in a Duel of Wits, or will make most social tests harder by +2 Ob; and it will reduce Hesitation by 2 too.
Origin:PersonalArea of Effect:Self / Single Target
Element:AnimaImpetus:Enhance
Duration:Until BrokenPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:Original

Storm of Lightning ⸻ Ob 6^ ⸻ 3 Actions

The sky chokes into a purple rage and voices it's displeasure with searing thunderbolts. How very frightening.
Damaging spell effect. All in the area are potentially hit, each must make an Ob 5 Speed test to dodge: Success means they take half damage on their PTGS.
Power = Will +5, IMS = DoF, VA = 6, WL = X (Missile), Max. Range = 5 (Highest) [2D / 6D]
Origin:SensesArea of Effect:10s of Paces
Element:Air + FireImpetus:Enhance
Duration:InstantPurchase Price:24 rps
Obscurity:Common (Ob 1)Source:BWG pg 220

Strength of the Ox ⸻ Ob [Target’s Power] ⸻ 5 Actions

Calling forth the power of ancient spirits, the sorcerer summons the limitless strength of the aurochs into his veins.
The recipient raises their Power exponent by 2D. This affects melee weapon damage (and remember that if a character's Power is 7 or higher then all melee attacks automatically gain +1 VA).
Origin:PresenceArea of Effect:Self / Single Target
Element:AnimaImpetus:Enhance
Duration:SustainedPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 220

Supernal Senses ⸻ Ob [Target’s Percpetion] ⸻ 5 Actions

To the witch, a man's scent becomes as distinct as his voice; his fear a taste on the tongue; his movements seem slow and predictable.
Raises effective Perception and Observation exponents by 2D while sustained, which may be factored into Reflexes or into positioning manoeuvres in RnC requiring Perception.
Origin:PersonalArea of Effect:Self / Single Target
Element:AnimaImpetus:Enhance
Duration:SustainedPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 211

The Black Rust ⸻ Ob 2^ ⸻ 1 Actions

With a touch, the Black Rust turns all living and organic matter to charred twisted ruin.
Damaging spell Effect. The Black Rust ruptures skin and bone, dealing straight damage on the PTGS—no DoF or IMS—starting at a B1 and increasing with each margin of success. You need only touch your victim’s clothes or skin (requiring an Ob 1 Agility test, a strike, lock, or similar action), so it effectively ignores armour.
WL = 1 (Shortest), Range = Melee
Origin:PersonalArea of Effect:Self (Single Target)
Element:AnimaImpetus:Destroy
Duration:SustainedPurchase Price:8 rps
Obscurity:Uncommon (Ob 3)Source:BWG pg 248

The Fear ⸻ Ob 3 ⸻ 2 Actions

Fear radiates from your form like the dark night of cold winter.
This charm causes everyone in your presence to make a Steel test at +1 Ob for ‘witnessing spooky magic’. Only works once per character per scene.
WL = 4 (Longer), Max. Range = Melee
Origin:PersonalArea of Effect:Presence
Element:AnimaImpetus:Influence
Duration:InstantPurchase Price:6 rps
Obscurity:Common (Ob 1)Source:BWG pg 212

Thunderclap ⸻ Ob 3 ⸻ 2 Actions

Speaking this primal incantation and bringing her hands together, the wizard causes a small thunderclap to erupt and deafen her enemies.
The clap will interrupt anyone around you who fails a Steel test, then everyone affected (even those who passed the Steel test) suffer a +1 Ob to all actions for one exchange, and they are partially deafened for the rest of the scene (+1 Ob to listening tests). Multiple thunderclaps in the same scene have no effect.
Origin:PersonalArea of Effect:Double Presence
Element:AirImpetus:Tax
Duration:Instant (Scene)Purchase Price:6 rps
Obscurity:Common (Ob 1)Source:BWG pg 220

Tidal Wave ⸻ Ob 4^ ⸻ 2 Actions

Smashing his hand against the glassy surface of the water, the incanter sends a subtle ripple across the surface that quickly exponentiates into a powerful wave that crashes down on the victim with supernatural force.
Must be cast by touching a body of water. On success, the spell only produces a natural wave, strong enough to rock a boat, or come up to the knees of people standing on the shore, creating difficult terrain for an instant; but marginal successes can be spent to increase the effect: 1 over = a wave large enough to knock people over, or capsize a kayak or rowboat; 2 over = a wave that flattens people on the shore, or rocks a longboat; 3 over = capsizes a longboat, or rocks a junk boat; 4 over = capsizes a junk, or rocks a felucca; 5 over = capsizes a felucca, or rocks a carrack; 6 over = capsizes a carrack, or rocks a caravel; 6 over = capsizes a caravel, or rocks a treasure ship; 7 over = capsizes a treasure ship.
Origin:PersonalArea of Effect:100s of Paces
Element:WaterImpetus:Control / Destroy
Duration:InstantPurchase Price:16 rps
Obscurity:Common (Ob 1)Source:BWG pg 221

Turn Aside the Blade ⸻ Ob 4^ ⸻ 2 Actions

A true sorcerer is untouchedable by swords, arrows, spears, and fists.
This increases all Obs to strike at or shoot you or your target with mundane weapons by 1 plus any margin of success.
Origin:PersonalArea of Effect:Self / Single Target
Element:EarthImpetus:Control
Duration:SustainedPurchase Price:16 rps
Obscurity:Common (Ob 1)Source:BWG pg 220
 

Spells: V – Z

Valor ⸻ Ob 4^ ⸻ 2 Actions

Waves of courage and zeal pour steadily forth from the wizard's calm voice.
Adds +1D to Steel and an extra +1D per margin of success to all characters within your Presence.
Origin:PersonalArea of Effect:Presence
Element:AnimaImpetus:Enhance
Duration:SustainedPurchase Price:16 rps
Obscurity:Common (Ob 1)Source:BWG pg 221

Voice Caster ⸻ Ob 2 ⸻ 1 Actions

The voice of the sorcerer has no source. He may produce sound where-soever he desires within his presence. This spell takes the sound from the sorcerer's throat and projects it elsewhere. The sorcerer is silent; his voice is heard from a different point.
Do you get it yet? It's just a ventriloquism spell.
Origin:PresenceArea of Effect:Natural Effect
Element:Air + AnimaImpetus:Control
Duration:SustainedPurchase Price:4 rps
Obscurity:Common (Ob 1)Source:BWG pg 221

Wall Walker ⸻ Ob 4^ ⸻ 2 Actions

Like a hunting spider, the witch clings to walls and clambers about.
This spell either allows you to test your Speed to start learning the Climbing skill without suffering the Beginner’s Luck penalty, and grants +1D for each marginal success. Alternatively, it reduces Climbing obstacles by 1, and further by 1 for each marginal success, if you already have the Climbing skill.
Origin:PersonalArea of Effect:Natural Effect
Element:Anima + EarthImpetus:Control
Duration:SustainedPurchase Price:16 rps
Obscurity:Common (Ob 1)Source:BWG pg 221

Water Walker ⸻ Ob 5 ⸻ 3 Actions

Water becomes as solid as ice beneath the ensorcelled feet of the witch.
Lets you walk on water as though it were solid ground while sustained. Particularly choppy waves counts as difficult terrain (+1 Ob), and white water rapids counts as unstable terrain (+2 Ob). You can also use this to enable the Climbing skill to let you climb a waterfall, though the Obs will still be quite high.
Origin:PersonalArea of Effect:Self / Single Target
Element:WaterImpetus:Control
Duration:SustainedPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 221

Waters of Rejuvenation ⸻ Ob 4^ ⸻ 2 Actions

In the throes of battle every soul is needed to assure victory over the enemy. A waterbearing sage is sent to the field to revitalise a fallen champion and send them back into the fray.
The spell blesses and enhances the contents of a wineskin to bestow miraculous—if temporary—healing properties onto the drinker. It seems as if the drinker’s broken body is briefly turned back in time, as wounds re-knit themselves and stops any bleeding. The spell removes a -1D wound penalty, plus an extra -1D penalty for each success over the Ob. But the effect only lasts for a few minutes, equal to the drinker's Health, after-which all the penalties immediately return with an extra Superficial wound on top.
There is typically only enough liquid in a standard wineskin for one person to drink from and gain the benefit. The spell can best cast on a larger vessel (like a barrel), but the wine-turned-holy-water must be consumed before the end of the scene; afterwards it just becomes normal clean water.
Origin:PersonalArea of Effect:Single Target
Element:Heaven + WaterImpetus:Enhance
Duration:MinutesPurchase Price:16 rps
Obscurity:Uncommon (Ob 3)Source:Original

Weatherworker ⸻ Ob 5 ⸻ Ritual

With a word, a plea and a pinch of luck, the weather-witch asks the clouds, winds, and rain, to move along, remain longer, or even calm down.
The caster may influence the weather with this spell. He may not change the position of the sun or the time of day, though he may move the clouds to make it appear dark. When successfully cast, the caster can effectively choose any weather condition for the local area to experience. The sky will take only a few minutes to enact a change if the desired weather is common and expected for the climate / season, but it could take several hours if the caster is trying to bring a snowstorm to a desert or a typhoon to a tundra.
Origin:SensesArea of Effect:Miles
Element:Air + WaterImpetus:Influence
Duration:Session / DaysPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 222

Whisper on the Wind ⸻ Ob 3-8 ⸻ 5 Actions

Spirits of the wind may carry words, winging like divine messengers across the gulf of distance from the caster and to the ear of the named recipient.
Deliver a message no longer than a minute in length to a named and known receiver within one mile. Add +1 Ob to increase the range to 10 miles, +2 Ob to increase to 100 miles, +3 Ob to increase to 1000 miles, +4 Ob to increase to 10.000 miles, or +5 Ob to reach anywhere in the world. (If you target is in another dimension the spell will fail).
Origin:PersonalArea of Effect:Single Target (Miles)
Element:AirImpetus:Control
Duration:InstantPurchase Price:10 rps
Obscurity:Common (Ob 1)Source:BWG pg 222

White Fire ⸻ Ob 4^ ⸻ 2 Actions

A crashing bolt of lightning arcs from the caster's brow, obliterating his enemies.
Damaging spell effect. After striking your intended target and resolving the effect, roll a Die of Fate: On a 2-6, the spell dissipates; on a 1 the bolt arcs to a new target within 100 paces. (Roll randomly to determine the next victim, giving equal weight to all possibilities. After resolving this impact, roll the DoF and go through the whole process again. Repeat until the spell dissipates).
Power = Will +5, IMS = DoF, VA = 4, WL = X (Missile), Max. Range = 5 (Highest) [2D / 4D]
Origin:PersonalArea of Effect:Single Target (100s of Paces)
Element:Air + FireImpetus:Destroy
Duration:InstantPurchase Price:16 rps
Obscurity:Common (Ob 1)Source:BWG pg 222

Windlash ⸻ Ob 4 ⸻ 2 Actions

Rain and winds grow hostile and lash out at the enemies of the witch.
Increases obstacle penalties for anyone out in the current weather: +2 Ob for light rain; +3 Ob under heavy rain; or +6 Ob in storms. Even if a test is not normally affected by the weather, those in the Windlash radius still suffer +1 Ob to their actions.
WL = X (Missile), Max. Range = 5 (Highest) [2D / 6D]
Note: Windlash does not change the current weather, it merely applies penalties to those caught up in it.
Origin:SensesArea of Effect:100s of Paces
Element:AirImpetus:Control / Tax
Duration:SustainedPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:BWG pg 223

Wisdom of the Ancients (Touch of Ages) ⸻ Ob 4 ⸻ 2 Actions

Voices whisper answers and questions across the indigo gulf of time.
While sustained, this grants you the ability to "read" objects or people with a touch. You can make a Perception test at the following obstacles to discover things about them: Type / name = Ob 1; Age = Ob 2; Exact dimensions / weight / volume = Ob 3; Length of time it's been here = Ob 4; Recent events surrounding it's existence that left a mark = Ob 5; Events that left no marks = Ob 6; Past events that left their mark = Ob 7; Past events that left no marks = Ob 8; Future events that will leave a mark = Ob 9; Future events that will leave no trace = Ob 10. However, while sustained the mage also suffers +1 Ob to all physical actions like fighting, running, and jumping.
Origin:PersonalArea of Effect:Self (Senses)
Element:Anima + HeavenImpetus:Enhance
Duration:SustainedPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:BWG pg 223

Witch Flight ⸻ Ob 3 ⸻ 2 Actions

This spell launches the witch in a long glide and allows her to drift safely back to earth.
When you or your target next jumps, they are launched up into the air about 10 paces and then they drifts back down slowly. The glide functions until their feet next touch the ground, so this can be cast to avoid falling damage. If used in RnC or Fight it grants you +4 Stride to your next manoeuvre or disengage test.
Origin:PersonalArea of Effect:Self / Single Target (100s of Paces)
Element:Air + AnimaImpetus:Enhance
Duration:Until LandingPurchase Price:6 rps
Obscurity:Common (Ob 1)Source:BWG pg 223

Witch Key ⸻ Ob 3 ⸻ 2 Actions

A sorcerer's merest whim is the key to any lock.
Simply put, this magic lets the caster open any mundane lock with a touch, no matter how complex or rusted.
Origin:PersonalArea of Effect:Single Target
Element:EarthImpetus:Control
Duration:InstantPurchase Price:6 rps
Obscurity:Common (Ob 1)Source:BWG pg 223

Wyrd Light ⸻ Ob 2^ ⸻ 1 Actions

Globes of swirling light orbit the caster or move about at his will.
Success summons a single orb, extra successes can be spent to make more orbs. The caster can transfer an orb to / from an ally with a touch. The Wyrd Lights always hover about their target's head and stay within their presence. They give of the equivalent illumination of a lantern or torch, but they do not give off heat and cannot ignite objects. Should one be attacked and hit, it winks out like a lightbulb; but it will naturally dodge with a Speed equal to the caster's untaxed Will. If all of the Wyrd Lights are destroyed then the spell ends prematurely and it counts as a “may not” for any of the mage's other sustained spells.
Origin:PresenceArea of Effect:10s of Paces
Element:Fire + HeavenImpetus:Control
Duration:SustainedPurchase Price:8 rps
Obscurity:Common (Ob 1)Source:BWG pg 223

Zone of Warmth ⸻ Ob 3 ⸻ 2 Actions

A persistent heat begins to build up in an orb that ripples the air like a mirage, resulting in a hot and humid atmosphere inside the bubble; hot enough to make people sweat, melt snow, or grow tropical plants, even in the dead of winter.
Designate an area up to 10xPresence paces in radius. Anyone inside the Zone of Warmth gets a Call-On for Health and Forte tests related to resisting the effects of the cold, but they also start sweating profusely after about a minute of exposure: causing them to suffer +1 Ob to all clumsy weight penalties on their armour, and increasing the obstacles for any sustained activity like Hauling by +1 Ob as well.
Origin:SensesArea of Effect:10s of Paces
Element:Fire + WaterImpetus:Enhance
Duration:SustainedPurchase Price:6 rps
Obscurity:Uncommon (Ob 3)Source:TNG pg 365

Spell-Casting in Brief:

  • To cast a spell, first you must have one of four Gifts, then you must pick a spell from you known list.
  • Then determine how long it takes to summon: given in hours equal to the spell Ob if the spell is not hung.
  • And low long it takes to release: given in actions equal to half the Ob (rounded up) or 5 actions if it uses a target's stat as the Ob, then minus 1 for each +1 Ob added as a "lynchpin" (which replaces the usual 'Working Hastily' rules).
  • To hang a summoned spell without releasing it immediately you must summon the the spell up to the point that it's ready to release, and then you must "hang" the spell in a spare 'slot'. You have a natural maximum number of hung spells equal to your Perception minus 1. You may not hang the same spell more than once at a time.
  • Only test the Conjuration skill once the spell is released. It is naturally open-ended. FoRKs are generally quite rare, but you can always FoRK Aura Reading if you also have Second sight / Magesense, and you can FoRK Circination if you have the time to add another 2 hours onto the summoning time. Working carefully doubles the base summoning time and base release time, but will grant +1D.
  • A caret (^) next to the obstacle indicates that marginal successes can be spent to increase the general effectiveness, damage, area of effect; shorten the casting / release time, or; lengthen the duration.
  • Meeting the spell Ob means the spell was successfully cast.
  • Spell failure results in one of three things (choose which before testing): Will-based Tax, Broken Marriage, or a unique failure consequence based on your Gift type (e.g. unwanted summoning, garbled transmission, retribution, etc).
  • To Tax, roll Will at an Ob equal to the spell's base Ob; any margin of failure is temporarily subtracted from Will. If this taxes Will below zero then the caster 'Overtaxes' and suffers damage on the PTGS equal to the spell's base Ob multiplied by their margin of Overtax. Recovering from 'summoning sickness' requires R&R and a Health test (see BWG pg 505).
  • Each sustained spell reduces your current Will by 1. After sustaining a spell for a number of hours equal to your untaxed Forte, you must make a Forte-based Tax test for every sustained spell. This type of Tax cannot overtax you; if current Forte reaches zero you simply pass out.
  • Spells listed as "Rituals" spells cannot be hung.
  • To counter another spell caster, you must cast a thematically appropriate spell of the opposite Element or Impetus to theirs before the duration of their spell expires (e.g. Rain of Fire vs. Tidal Wave). Once both spells are cast, it turns into a contest of wills (see pg 516 for more info).
  • Remember: Spells are living beings, and should be treated with respect. They can be vengeful, powerful, enemies if abused. If treated right though, they may be taken as a relationship; thus granting +1-3D advantage to future attempts at summoning them.

Anatomy of a Spell

 

Obstacle

 

Actions = Release Time

 

Origin

 

Area of Effect

 

Element

AIR / SOUND
This is the element of wind and weather. It also encompasses balance, speed, alacrity, and the vigour of youth.
Opposite Elements: Earth / Silence.
ANIMA / ANIMUS
Also known as ‘Yin / Yang’, ‘Life / Death’, or ‘Body / Pysche’, this is the element of body and mind and perceptions, it relates to the souls of all living beings; spirit, man, animals, plants, fungi, and all the other creeping things that creep across this earth.
Opposite Elements: Animus / Anima. (Yes, it is it's own opposite).
ARCANA / CHAOS
This element is black and dangerous, also occasionally known as ‘Quintessence / Umbra’ (infernal darkness), it encompasses the magic powers of discord, uncertainty, and maybe even warping the shape space itself.
Opposite Elements: Heaven / Order.
EARTH / SILENCE
This is the element of mountains, stone, dirt, metal, and dead wood. It also encompasses strength, integrity, and the wisdom of old age.
Opposite Elements: Air / Sound.
FIRE / LIGHT
This element is a tool most useful, that of heat and light and ash. Light may guide your way, but it may also burn.
Opposite Elements: Water / Shadow.
HEAVEN / ORDER
This element is white and dangerous, also occasionally known as ‘Numina / Aether’ (divine brightness), it encompasses the magic powers of fate, harmony, and perhaps even skewing the flow of time.
Opposite Elements: Arcana / Chaos.
WATER / SHADOW
This element is a wellspring of purity, of rivers, rain, and oceans. Though the depths of the abyss are also crushing, dark, and cold.
Opposite Elements: Fire / Light.
Note: The opposite elements are noted for the purpose of determining appropriate counter-spells.  

Impetus

 

Duration

 

Purchase Price

 
Costing Spells
All of the spells are priced according to the following method (found on BWG pg 205):
# The base Rps cost is given by the spell's Ob multiplied by 2. # If the spell's Ob is a [Target's Stat] then treat this as Ob 5 and multiply it by 2. # If the spell's Ob is a range then take an average of the Obs (rounded down) and then multiply by 2. # If the spell also has a caret (^) or a plus (+) then multiply again by 2.   Those with the Gift of Sacrifice get to buy all 'Common' spells at half price (rounded up).  

Obscurity

The obstacle in brackets are there to give the GM and players an idea of how difficult it would be to research and find out about such a spell, which also plays into the rules for learning new spells. The obscurities range from Common (Ob 1), to Uncommon (Ob 3), plus Rare (Ob 5), Legendary (Ob 7) and Unknown (Ob 9) [n.b. currently there is only one spell listed as 'Rare'].  

Source

This is just a page reference number to the original source of the spell from other published material. Most common spells come from the original Burning Wheel Gold (BWG) text, but also referenced are spells from the Nameless Grimoire (NG), Exalted (Ex#), the Veins of the Earth (VotE), plus some completely new spells listed as 'Original'.   Spell Template BBCode
You will need to replace all the </> with [/]s in the following code:
<h3>Spell Name ⸻ Ob # ⸻ # Actions</h3>
<quote>Flavour Text Goes Here</quote>
Explanation of effect.
<aloud>Weapons stats or examples of use, if any.</aloud>
— <b>Notes:</b> if any.
<table>
  <tr>
    <th>Origin:</th>
    <td>Personal, Presence, Senses</td>
    <th>Area of Effect:</th>
    <td>Self, Single Target, Presence, #s of Paces, or Miles</td>
  </tr>
  <tr>
    <th>Element:</th>
    <td>Air, Anima, Arcana, Earth, Fire, Heaven, or Water</td>
    <th>Impetus</th>
    <td>Create, Control, Destroy, Enhance, Influence, Tax, or Transmute</td>
  </tr>
  <tr>
    <th>Duration:</th>
    <td>Instant, #real-time, #game-time, or Sustained</td>
    <th>Purchase Price:</th>
    <td># rps</td>
  </tr>
  <tr>
    <th>Obscurity:</th>
    <td>Common, Uncommon, Rare, Legendary, or Unknown</td>
    <th>Source:</th>
    <td>REF pg #</td>
  </tr>
</table>

 

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