CIRCLE MASTER SPELL

The First Circle

The Circle of Life

Awaken

Cure Poison

Create Food

Greater Healing

Greater Light (Circle of Daylight)

Healinglesser

Light (Halo of light)

 

The Third Circle

The Circle of Foundation

Ice Wall

Stone Wall

Wall of Fire

Wall of Poison

Wall of Sleep

The Fifth Circle

Circle of Conflict

Ball of Flames

Boom Bow

Enchant Armor (Lesser)

Enchant Armor

Enchant Armor (Greater)

Fruit Grenade

Ground Thunder

Insect Swarm

Magical Missile (Lightning ball)

Magic Star

Scholars Wind

Soul Flame

 

The Seventh Circle

The Circle of Air

Chain Lightning

Create Magic Carpet

East Wind (Wind Rush Flame Wind)

Energy Vortex

Flame Wind

Frozen Wind

Invisibility (Simple)

Poison Wind

 

The Second Circle

The Circle of Knowledge

Dispel Field (Dispel Magical Barrier)

Locate (Track)

Magical Seal

Negate Magic

Unlock

 

The Fourth Circle

The Circle of Earth

Create Shelter

Earth Root

Earth Pillars

Earth Pillars Undone

Tremor

Volcanic Gas

 

The Sixth

Masters Circle

Create Spell Storage Item

Enchant Fire

Feed Back (Zombie Bomb)

Hooked and Chained

Protection

Quickness

Repel/Call Animals

Repel Undead

Reveal

Slide (Teleport)

 

The Eighth Circle

The Circle of Creation.

Create Zombies

Dust Devil

Resurrect

Summon Baalrog

Summon Giant Scorpions

Summon Giant Wolfspiders

Summon Maxpary Shambler

Summon The Beast

 

Spell List by Level

First Circle

Cure Poison

Range:  Self or with in five feet

Duration:  Instant

P.P.E Two

Awaken

Range:  Self or ten feet

Duration:  Instant

P.P.E.  Five

Bonuses: Plus 3 on initiative and becomes fully awake and alert plus2 to save vs poison and drugs.. 

Hold the symbol of the first circle over your eye and say ACBA SERAPH-MYTYN.  This will wake even the sleepiest of your comrades. 

Hold the symbol of the first circle over your fallen comrade and say ACBA ARIEL-RAPERE-KYN.  This will purge the illness from your fallen comrade.

 

Create Food

Range:  Twenty feet

Duration:  Permanent

P.P.E.  Ten

Place the symbol of the second circle on the ground say AGU....  Pick up the symbol quickly from the ground a mushroom will spring forth from the ground (will even work on stone and metal).  The mushroom will have an inverted top creating a bowl filled with water (about 1 gallon). The whole mushroom can be eaten bowl and stem.  It will feed 1D4+4 people or can be plucked and stored for 2D6 months before going bad (must be placed in a cool dry place).  Eating the mushroom will restore 2D4 H.P./ S.D.C. or M.D.C.  Drinking the water will restore 2D6 P.P.E./ I.S.P. only the first time that it is eaten at each meal. If the mushroom is grown outside, the water that collects in the top will have the same properties,

Note.  The mushrooms also tend to attract fairies.

Healinglesser

Range:  Self or others by touch.

Duration:  Instant and permanent.

P.P.E.  Three

Restores:  2D6 S.D.C/ H.P. (or M.D.C) if there is a missile trapped in the wound it should be removed first or it will cause chronic pain and discomfort; reduce character's P.E. and P.P. attributes by one point each due to stiffness and discomfort.  Hold the symbol of the first circle over the wounds and say AGU YIN ARIEL-RAPERE-KYN.  This will fix the worst burns, cuts, and pulled muscles.

 

Greater Healing

Range:  Ten-foot radius

Duration:  Instant and permanent

PPE:  Thirty

Saving Throw: None

Restores 2D6 H.P. and 2D6 S.D.C. or 4D6 M.D.C. to everyone within range of the spell.  This spell also cures the effects of poisons.

Speak the words ACBA AGU YIN YA-AHK-MET YIN ARIEL-RAPREE-KYN...

 

Dawn (Circle of Daylight)

Range:  Forty feet

Duration:  Ten minutes per level

P.P.E.  Six

Damage:  to creatures that can't stand sunlight suffer 2D4x10 damage for every melee spent in the range of this spell.

For many an adventure just praying for dawn is not enough especially when your trapped deep under ground in some fiends lair or can not what for the sun to rise.   Simply say TAO-BO YIN CHERUBOT-KYN ACBA...It will be as though the sun will have risen from your body bring the light of day to travel with you.

 

Light (Halo of light)

Range:  Thirty feet

Duration:  Nine minutes  (36 melees)

P.P.E.  Two

Simply speak the words ACBA YIN SERAPH-MYTYN.  A halo of light will appear around the spell caster to light his way.

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Second Circle

Dispel Field (Dispel Magic Barrier)

Range:  Twenty feet

Duration:  Instant and permanent

P.P.E.  Ten

75% chance of dispelling magic fields and barriers.

Dispelling fields and barriers is easy take the symbol of the third circle in hand and wave it at the field or barrier and say ACBA XY ACBA XY...  Your talisman will glow a soft blue as the spell is being cast taking the obstacle from your path.

Locate (Track)

Range:  1 mile plus 1 mile per level

Duration:  2 minutes

P.P.E.  Twenty

To cast this spell takes the symbol of the second circle say the words THARSIS-MYEN YIN LICTALON.  Hold up the circle to the four directions it will glow with a bright blue light when it lines up who you are looking for.  48% chance plus 8% per level of the spell caster.

 

Magical Seal

Range :  Touch

Duration:  Permanent until broken

P.P.E.  Twelve

To create the seal you will need a wax candle any color will do, light the candle and drop some melted wax on the object to be sealed.  Hold the symbol of the second circle above to the wax and speak the words ACBA XY YIN LICALON. If the spell was successful, the image of the circle will appear in the wax.  The seal can only be broken by the one who created it or can be dispelled by unlock or dispel magic barrier the seal is +4 to resist all spells.  The seal will work on a number of thing like doors, books, windows and boxes by creating a magic lock that can not be broke through mundane means.  The seal can work in a number of ways one it can be used to lock a door, trap a demon in a book or bottle.  The seal can with stand all types of physical punishment including magical fire and energy basted attacks.

 

Negate Magic

Range:  Cancels all magic in a two hundred-foot radius does not effect the caster of the spell or rune magic, magic weapons and magical items.

Duration:  Four minutes

P.P.E.:  Thirty

Saving Throw: 16

To cast this spell hold the symbol of the sixth circle in your hand and say NERTOSA YIN XY ACBA.

 

Unlock

Range:  Touch

Duration:  Instant

P.P.E.  Ten

This spell unlocks non-electrical locks and has a 50% chance of breaking

magical seals.

Line up the cross of the second circle on the lock or seal to be broken and say ACBA LO-KUM.

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Third Circle

Ice Wall

Range: Up to fifteen feet away creates a wall fifteen feet high by fifteen feet long by five feet thick per level. The caster of this spell can regulate thickness and high.

Duration:  Permanent or until it melts or the S.D.C. is depleted

(Dispel will not cancel this incantation)

P.P.E.  Twenty five

S.D.C. The wall has 200 SDC (2 M.D.C.) for every five feet of thickness and has an A.R. of 8.  Encasing victims in ice wall is a debilitating and potentially lethal tactic.  Encasing a portion of the body, such as hands, wrist, ankles, feet, will immobilize the average being.  Fully encasing a being (excluding the head) will cause 4D6 S.D.C. points of damage.  Should their head be encasing this will immediately cut-off the oxygen supply, causing suffocation.  Dizziness will occur within two minutes.  Within four minutes the victim will be rendered unconscious.  Within five minutes the victim will lapse into a coma and die within six minutes.  Casting this spell on another living being is an evil and terrible thing to do.  Such a thing is never done by good mages.

Calling on the elements of water and air to make this spell is a grave thing indeed clutch the symbol of the third circle to your chest and say THARSIS-MYCN YIN CHERUBOT-KYN ACBA GRAVE...

 

Stone Wall

Range:  Up to fifteen feet away creates a wall fifteen feet high by fifteen feet wide and

three feet thick per level.

Duration:  Permanent or unit destroyed.

P.P.E.  Twenty

S.D.C. The wall has 300 S.D.C. (3 M.D.C.) for every three feet of thickness and has an A.R. of 12.  Encasing victims in stone wall is a debilitating and potentially lethal tactic.  Encasing a portion of the body, such as hands, wrist, ankles, feet, will immobilize the average being.  Should their head be encasing this will immediately cut-off the oxygen supply, causing suffocation.  Dizziness will occur within two minutes. Within four minutes the victim will be rendered unconscious.  Within five minutes the victim will lapse into a coma and die within six minutes.  Casting this spell on another living being is an evil and terrible thing to do.

To cast this spell speak the words ARIEL-RAPREE-KYN YIN GRAVE ACBA

 

Wall of Fire

Range:  Up to fifteen feet away creates a wall of fire ten feet high by ten feet wide

two feet thick.

Duration:  Two minutes

P.P.E.  Twenty

Damage:  4D6 H.P./ S.D.C. (does M.D. damage to mega damage beings) to any one passing through the wall or for each melee spent in the wall of fire.  This spell may start combustibles on fire.  To cast this spell say IN FLAM ARIEL-RAPERE-KYN GRAVE...While drawing the symbol of the third circle in the air in the direction you want to cast the spell.

 

Wall of Poison

Range:  Up to fifteen feet away and creates a wall of poison ten feet high by ten feet

wide two feet thick.  The wall is completely invisible.

Duration:  Two minutes

P.P.E.  Eighteen

Damage: The effect is instant causing 2D6 H.P. or M.D. damage accompanied by vomiting, diarrhea and open bleeding sores lasting for 1D4 hours as well as being -4 to all combat skills.  Characters infected in this manner will receive 1D6 H.P./M.D. damage every half-hour that they are infected. Characters suffering in this way cannot do things that requires being stationary for a long period of time due to the sores and diarrhea.  Unless a cure poison spell is cast successfully to counteract the poison in their body.  This will only stop the effects, not reveres the damage.

Saving throw: of a natural 17 is required.

To cast this devastating spell say ACBA YA-BLIK TARM-KIN-TOE GRAVE...While drawing the symbol of the third circle in the direction that you want to cast the spell.

 

Wall of Sleep

Range:  Up to fifteen feet away ten feet cubed the wall is completely invisible.

Duration:  Ten minutes

P.P.E.  Fifteen

Saving Throw: Seventeen

The victims of this spell fall asleep for the full time that the spell is in effect plus 2D6 minutes after words.  The spell awaken will wake up victims of this spell.  Or they will awaken after the spell itself has elapsed. 

To cast this spell say ACBA GRAVE TAO-BO ACBA..…While drawing the symbol of the third circle in the direction that you want to cast the spell.

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Fourth Circle

Create Shelter

Range:  Ten feet

Duration:  Four melees to create a shelter.  Permanent or until destroyed.

P.P.E.:  Twenty plus two P.P.E. per every extra foot.

Saving Throw: None

S.D.C. 480 add 40 S.D.C. for every extra two P.P.E.

Chant the words ARIEL RAPERE KYN for four melees at the end of the incantation throw the symbol of the fourth circle to the ground and say YIN AGU ACBA.

A shelter of earth and stone well rise from the ground complete with a hearth, a table of stone and a bed of moss.  From the out side the shelter will look like just another grassy hill.  The shelter it self will measure 24 feet wide by 24 feet long by 12 feet high.  The spell caster can make the door as big or as small as they would like as well as make adjustments on any thing in the shelter.  The shelter will always be at a comfortable tempter this is controlled by the mage.  After the mage has finished with the shelter he can will it back into the earth by spending four PPE. there will be no trace of the shelter having ever been there after this is done.

 

Earth Root

Range: Twenty Feet

Duration: Four melee rounds.

P.P.E.: Ten

Saving Throw: Dodge 8

Damage: None immobilizes the character.

Many Mages search for new ways to immobilize their opponents with out having to kill them. Earth Root is the answer to this dilemma.  Tendrils of earth and stone snake up from the ground entrapping the legs and limbs of your adversary without encircling their head. Wrapping them up in a cocoon of earth and stone.  The cocoon has 30 S.D.C. and you need a combined P.S. of 16 to break free.

To cast this spell takes the symbol of the fourth circle in hand or have it on your person and speak the words ACBA ARIEL-RAPERE-KYN YIN KYM-NARK-MAR ACBA…

 

Earth Pillars

Range:  One hundred feet

Duration:  Takes a pillar twenty feet high two melees to form, they are permanent until destroyed.

P.P.E.:  Thirty-Five Plus one point for every one foot extra.

Saving Throw: None Dodge or roll with impacted/fall.

Damage:  1D6 M.D. per stone pillar to structures.

S.D.C. ( 100 ) for one pillar.

The words of power for this spell are ACBA ARIEL-RAPERE-KYN KROM.... The caster of the spell must wear the symbol of the sixth circle or it just won’t work.  This spell creates 2D8 pillars of stone in any arraignment that the spell cast wishes the high could also be controlled from a five feet to twenty feet or more.

 

Earth Pillar Undone

Range:  One hundred feet

Duration:  Takes three melee rounds

P.P.E.:  Forty

Saving Throw: The spell creates pillars has a plus 14 the pillars have a plus 10.

Damage:  None may Finnish destroying any building as they sink back into the ground.

To undo Earth pillars speak the words MORK NYK-EREPAR-LEIRA ABCA...The symbol of the sixth circle must be worn for this spell to work.  This spell will not work after four hours have elapsed.

Tremor

Range:  Sixty feet

Duration:  Thirty

P.P.E.:  14

Saving Throw: None 50% chance of losing your balance for targets seven feet in height and shorter 40% for targets eight feet to fifteen feet in height.

Damage: To everyone in front of the spell caster 1D4 x 10 S.D.C. or 3D6 M.D.

Hold the symbol of the sixth circle and speak the words KERON ARIEL-RAPERE-KYN KYM-NARK-MAR ACBA...The very earth will move to destroy your enemies.

 

Volcanic Gas

Range:  One Hundred feet or can be made to be stationary.

Duration:  Five Minutes

P.P.E.:  Forty

Damage:  1D4 x 10 M.D.C. (1D4 x 100 S.D.C. in none mega damage worlds)

When this spell is cast a ball of volcanic gas and heat form and burn everything in its path, what the heat does not burn up the carbon dioxide chokes to death.  The ball of gas measures twenty-five feet across is invisible to the naked eye but does show up on thermal scanners and travels at about 15 mph.  The heat in the ball of gas well set anything that is combustible on fire non-combustible objects well melt away it well even melt rock and steel.  Anyone caught in the gas ball and is not in mega damage armor must roll to save Vs lethal gas (standard saving throw) The ball of gas tends to fallow the lay of the land and can not be cast across open pits if it is it well settle on the bottom of the pit until the spell elapses.  This spell is very unpredictable for it can change direction with a strong wind of 15 mph or more, so even though it is very powerful it is also very dangers to the spell caster and his intended target.

To cast this spell take the symbol of the sixth circle in your hand and speak the words ARIEL-RAPERE-KYN ACBA YIN FLAME GRAVE...A ball of volcanic gas will form out of thin air to burn and choke your enemies

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Fifth Circle

Ball of Flames

Range:  Six hundred feet

Duration:  instant

P.P.E.  Five

Damage:  4D6 M.D.C.

Saving throw: natural 18

To cast this spell say ACBA FLAME CHEROBOT-KYN...A ball of flame will appear in your hand to hurl at your enemies

 

Boom Bow (Weapon Enchantment)

Range: Touch

Duration: Permanent

P.P.E.: Three hundred eighty

Saving Throw: None

Damage: Lightning arrows2D6 S.D.C. (M.D.C. on mega damage worlds), Fire arrows 3D6 S.D.C. (M.D.C. on mega damage worlds) Thunder strike arrows 2D6 S.D.C (M.D.C. on mega damage worlds) Plus all do an additional 1D6 per level of experience of the creator of the spell.  The weapon does double damage to supernatural creatures such as vampires, demons, dragons and gods.

Combat Bonuses: +2 to strike, +2 to parry with bow staff, enchanted bows enjoy an increased range of 400ft.

The Boom Bow spell permanently enchants a bow to fire bolts of energy that do massive damage.  The bow still needs to use conventional arrows, but each arrow fired from the bow becomes a magical bolt of energy as it is fired.  The powers of the bow can be selected by the user of the weapon with just a thought or turned on and off in the same way.  The owner of the bow must know what he has for the bow to work.  If they do not know what they have the weapon will still fire regular arrows and have its combat bonuses but will not enchant arrows fired from it. The enchantment requires that 2D6 P.P.E. be channeled in to it by its user once every seven days of use.  Role each time the bow needs to be recharged.  If this is not done then the enchantment will become dormant.  Object read and seemlier spells will reveal the nature of the weapon and its powers.

Three types of magical arrows can be created and fired by the bow Lightning arrows, Fire arrows and Thunder strike arrows each one does its own measure of damage and has its own unique gimmick. Lighting arrows are perhaps the most visually spectacular when they strike the arrows exploded in a shower of sparks and an arc of blue lightning.  Next in line are the Fire arrows, as they are fired from the bow they turn in to bolts of fire that flash and burn on impacted igniting combustibles and starting fires.  Lastly there is Thunder strike arrows they are very similar to the Lightning arrows visually but they also give off a sonic boom when they hit their target.  The boom works just like the spell thunder strike and has the same effects and penalties.  The target will also be knocked down and thrown back 3-6ft from the force of the impacted.  Human and human-size D-bees must roll a 20-sided die, -6 to keep their balance.  The roll must equal to or surpass the attacker’s roll to strike.  A successful roll means the character is staggered knocked back and loses initiative.

A failed roll means the victim is knocked off his feet and flung 3-6 feet before hitting the ground.  The victim loses initiative (if he had it), is momentarily dazed (reduce all combat bonuses by half for one melee round per each successful shot taken), and loses one melee attack/action even characters in M.D.C. body armor will be knocked down and suffer the penalties above.  Those in power armor, and full conversion cyborgs, robots, giants, supernatural beings and creatures of magic (demons, broodkill, etc.) are not likely to be knocked down (+4 to save vs knock down) but will lose initiative and be knocked back and are staggered with each shot.

Even though the bow is transformed into a mystic item it is not indestructible and can still be destroyed.  But it also has an increase to its structure from the energies stored in the weapon (S.D.C./M.D.C. becomes 300 regardless of its original S.D.C./M.D.C.).  The weapon can repair itself by placing it in a pyramid, on a ley line or at a nexus point it recovers 50 S.D.C./M.D.C. a day.  If none of these things are readily available then it recovers 10 S.D.C./M.D.C. a day.  If the bow takes too much damage 285 points or more it will no longer fire magical arrows but will still fire conventional arrows.  After 295 points of damage the bow will snap in half if placed in anyone of the three places it will completely repair itself.  If the bow takes 300 points of damage it is unrepairable and loses all its enchantments.

The spells required to make this powerful weapon are thunderclap, energy bolt, spell storage, chain lightning, fuel flame and ball of flame.  The physical requirements are a bow made of any material and a piece of chalk or any righting material.  Upon the bow the symbol of the Eighth circle must be drawn and the spell storage be cast upon the bow.  Next speak the words of power, CHRUBOT-KYN YIN SERAPH-MYCN YIN ACBA CHRUBOT-KYN YIN SERAPH-MYCN ACBA KYM-NARK-MAR ACBA XY YIN KERON ACBA LO-KUM.  Quickly cast chain lightning, thunder strike, energy bolt, fuel flame, and ball of flame into the bow. And draw the symbol of the fifth circle in the air above the bow then say YA-ANK-MET YIN ACBA XY.  This will lock the spells in the weapon next take the bow draw the symbol of the fifth circle upon the center of the bow and chant three time the words CHRUBOT-KYN YIN SERAPH-MYCN YIN ACBA XY ACBA YA-AHK-MET.  After these last word leave your lips the enchantment will be complete.

This spell only works on bows and the weapon can not by of a mystic nature already, but can be of superb workmanship (although alchemist can add other spells and powers after the bows creation).  Any combat bonuses that the bow had before the spell are accumulative and are added to the bows strike and parry bonuses.

Enchant Armor (Lesser)

Range:  Touch

Duration:  One week per level of the spell caster

P.P.E.:  Seventy

Bonuses:  To the wearer of the armor plus 15% to prowl, plus 3 to save vs magic and 40 more S.D.C./M.D.C. points of damage including the armors base damage (increase A.R. to a minimum of 16 on S.D.C. worlds).

This spell turns normal armor into mega damage armor for the duration of the spell.  It also reduces the weight of the armor by 50%.

To cast this spell draw in chalk the symbol of the second and fifth circle on the armor that you wish to enchant and speak the words ACBA KYM-NARK-MAR YIN YA-ANK-MET AGU…

The symbol will begin to glow in a soft blue light.  As the incantation is completed, the chalk lines become a permanent part of the armor until the enchantment time elapses.

Note:  The armor to be enchanted must be a full suit of armor although breastplates can be enchanted by themselves. The enchantment can only be performed once per duration of the spell, if done more than one time on the same armor, the affects are not accumulative.

 

Enchant Armor

Range:  Touch

Duration:  Permanent

P.P.E.:  Two hundred

Bonuses:  To the wearer of the armor plus 20% to prowl, plus 3 to save vs magic adds 50 more points to the S.D.C./M.D.C. includes the armors base S.D.C./M.D.C. (increase A.R. to 18 on S.D.C. worlds).  This spell also reduces the weight of the armor by 60%.

To cast this spell draw in chalk the symbol of the second, fourth and fifth circle on the armor that you wish to enchant and speak the words ACBA KYM-NARK-MAR YIN YA-ANK-MET YIN XY GRAVE…

The symbols will begin to glow in a soft yellow light as the incantation is completed the chalk lines become a permanent part of the armor.  Note:  The enchantment can only be performed once, if done more than once the effects are not accumulative.

 

Enchant Armor (Greater)

Range:  Touch

Duration:  Permanent

P.P.E.:  Six hundred and thirty two plus the mage loses 1D6 P.P.E. from their permanent P.P.E. base.

Bonuses:  The wearer of the armor now has a plus 20% to prowl, plus 3 to save vs magic, plus 2 to save vs poisons and drugs and a plus 12% save vs coma and death that is in effect as long the armor is worn all bonuses stop as soon as the armor is removed. This spell also reduces the weight of the armor by 50% the armor also becomes M.D.C. on mega damage worlds.  The S.D.C./M.D.C. of the armor is increased to 250 (increase A.R. to 18 on S.D.C. worlds).  The armor will also regenerate its S.D.C./M.D.C. at a rate of 3D6 every four melee rounds if the armor is reduced to negative one hundred points it becomes a useless pile of junk metal.

Note:  Power armor, robots and environmental armors can not be enchanted but cybernetic armor can be enchanted at double the P.P.E. cost.  Enchantment can only be performed once; if done more than one time on the same armor the effects are not accumulative. 

To cast this spell first cast create food on the armor so that the mushroom grows on the armor.  Draw in chalk the symbol of the sixth circle on the armor and then draw the symbols of the first, second, fourth and fifth circles on the armor and speak the words AGU YIN ACBA AGU YA-AHK-MET ARIEL-PAPERE-KYN YIN KYM-NARK-MAR YIN YA-ANK-MET AGU XY…

The symbols will begin to glow in a multitude of colors as the incantation is completed the chalk lines become a permanent part of the armor.  The mushroom will sink down and become part of the armor.  The armor must be made out of metal leather and organic material or the armor will not take the enchantment, unless it has at lease 60% metal in it such as ring mail armor and leather.

Note: Other spells like breath without air can still be added to the armor by Techno Wizards or alchemist.

 

Fruit Grenade

Range:  Touch. Throwing distance.

P.P.E.:  Special

Duration:  Can be charged for up to ten minutes.

Saving Throw: None

Damage:  Varies

Fragmentation blue 2D6 S.D.C. (M.D. on mega damage worlds) to everything in a 20-foot blast radius. P.P.E.: Five.

Heavy Frag. ; Green 3D6 SDC (MD on mega damage worlds) to everything in a 30-foot blast radius. P.P.E.: Ten.

Explosive yellow 4D6 SDC (MD on mega damage worlds) to everything in a 6-foot blast area.

P.P.E.: Twelve.

Plasma (Fire) Grenade red 5D6 SDC (MD on mega damage worlds) to a 12-foot area.

P.P.E.: Fifteen.

Smoke Grenade gray releases a thick cloud of smoke that covers a 30-foot area         

Penalties: -1 on initiative -5 to strike parry and dodge.

P.P.E.: Three.

 

This spell turns normal fruit into explosives.  Fruits like oranges; apples, lemons and grapefruits can be used as devastating weapons.  To make use of this spell take a piece of fruit in hand and chant the words XY YIN AGU ACBA…The fruit will begin to glow with the color of the type of the grenade that you desire.

Note:  The grenades exploded on impact after they have been thrown.  They will also explode if someone tries to eat them before the spell time elapses.

 

Ground Thunder

Range:  One hundred and twenty feet (lighting reaches up to fifteen feet in the air).

P.P.E.  Twenty

Duration:  Instant

Damage:  3D6 M.D.C. effects 3D4 targets.  Characters/targets hit by this spell are -3 to strike, parry, and dodge due to the shock of being hit by the lightning for 1D4 melees.  All people with in a 90 foot range must roll to save vs dethness from the clap of thunder that is released when the spell strikes (saving throw of 10 vs. dethness).  A failed role means that their hearing is affected for 4D6 melee rounds.  The caster of this spell only needs to role a save of 6 against dethness

Saving throw: To dodge natural 16 or higher.

Horror factor of 10

Simply say ACBA CHERUBOT-KYN YIN ARIEL-RAPERE-KYN.  To a person watching this spell being cast it is as if lightning sprung forth from your body and travailed across the ground like a living animal bouncing and chasing them to strike with a clap of thunder.

 

Insect Swarm

Range:  Up to one hundred feet away the swam will have a five foot radius

Duration:  Three minutes after the time has elapsed the insects will pop back to the place they came from.

P.P.E.:  Twenty

Saving Throw: None save vs. poison 10

Damage:  3D6 S.D.C./H.P. damage for every melee spent in the swarm plus the effects of a mildly toxic poison that causes dizziness and loss of balance characters that fail to save v.s. poison are -2 on all combat bonuses for up to 2D6 minutes after they get away from the swarm.

To conjure up the swarm of insects speak the words KERON ACBA TARM-KIN-TOE YIN YA-BLIK.... The insects that are summoned look like flying scorpions but they only have four legs and inverted tails.  The symbol of the fifth circle must be worn on the mage that cast the spell to give the swarm direction or the swarm will attack everyone in sight.

Note: Only 3D4 x 10 insects can be summoned per level.

 

Magical Missile (Lightning ball)

Range:  One hundred and fifty feet plus ten feet per level of experience.

Duration:  Instant

P.P.E.  Five

Damage: 2D6 S.D.C. 1 in 60% chances of shorting out electrical systems.

Saving Throw: 15 to dodge

To cast this spell focus on your target and yell ACBA CHERUBOT-KYN.

 

Magic Star

Range:  One hundred and twenty feet.

Duration:  Up to three melees or until canceled.

P.P.E.:  Six

Saving Throw: None dodge only. 

Damage:  1D8 per star or 1D4 x 10 M.D.C. for a five star attack.

Combat Bonuses: Each star has a plus 4 to strike and plus 3 to parry added to your targeting skill or hand to hand bonus parry.  And has 30 S.D.C./M.D.

Make a tossing motion with your hand while saying the words of power ACBA CHERUBOT-KYN YA-AHK-MET..…Five magical flying stars will appear (that resemble the symbol of the fifth circle) to defend you or attack your enemies.  The stars will have a three-foot area and they are semitransparent

 

Scholars Wind

Range: Twenty feet

Duration:  Two melee rounds

P.P.E.: Five

Saving Throw: Dodge only 10 or better.

Damage: 2D6 S.D.C. per melee spent in the wind.

Scholars are often the victims of assaults and many are caught unawares with only a few pieces of paper or a book to protect them.  This spell enables them to use these common items do defend themselves.   By speaking the words of power ACBA CHERUBOT-KYN YIN KEN-NARK-MAR and throwing the papers or the book at the assailant.  Papers or pages pour out from the book and attack their would be assailant. The pieces of paper in circle them in a vortex of winds from 90 to 300 mphs slicing them up like razors.   The papers magically multiply them selves to cover the would be assailant in paper cuts and slashing wounds.  Many times the cuts can be so severe as to leave lifetime scaring along the face and arms or any exposed parts of the body.  When the spell time expires the papers or book will re-stack itself in the same order that they came out.  After all no true scholar would want to damage a book or destroy his or her research papers.

Note:  This is one of the few spells that do not require that the Circle Master have or wear the symbol of the fifth circle.

 

Soul Flame

Range:  Thirty feet 

Duration:  Instant

P.P.E.:  Fifty

Saving Throw: 16 if a successful save is rolled only take half damage.

Damage:  6D6 to hit points or M.D.C.

This spell not only damages the physical part of the body but burns the very soul or life essences if you will.  Speak the words ACBA SERAPH-MYTYN YIN ERVA ACBA YA-BLIK...The symbol of the fifth circle must be worn lest the soul flame consume you as well as your target (75% chance if the symbol is not worn).

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Sixth Circle

Create Spell Storage Item

Range:  Touch

Duration:  Permanent until used.

P.P.E.: Forty-five plus the cost of casting the spell.

Saving Throw: None

With this spell an enchanter can store a spell in an object, up to three spells per object.  The spell works much like create magic scroll only it uses coins and other small objects.  Coins are favored because many can be carried at a time and different spells are assigned to the value of the coin to keep track of the spells.  Only small easy to carry objects will take the enchantment.  All spells from level 1 through 7 from a standard spell list.  Only the spells Awaken, Cure poison, Create food, Greater healing, Greater light, Healinglesser, Light, Unlock, all spells from the third circle, Ball of flames, Ground thunder, Insect swarm, Magical missile, Scholars wind, Enchant fire, Slide and East wind from the Circle Masters list.

To cast this spell take the object that you wish to enchant and speak the words ACBA XY YIN KERON ACBA LO-KUM…  Hold it in your hand and cast the spell that you wish to put in to the object and speak the words YA-ANK-MET YIN ACBA XY…  Now it has the spell placed in it and will register as a magical item.  To retrieve the stored spells speak the spell name and mentally direct it to its target.  Knowing how to cast spells or having mystic knowledge is not a requirement to release the stored spell.

 

Enchant Fire

Range:  Can be cast up to twenty feet away.  Twenty-foot long stream as a flame-thrower that is three feet wide.

Duration:  Up to 2 minutes

P.P.E.:  Two

Damage: 2D6 SDC only, as a flamethrower

Just a theatrical effect that can either change the color of fire to any color that the mage desires and or make it shoot up to twenty feet in to the air.  On the other hand this spell can be used as a weapon.  By either taking a torch and setting it horizontally (pointing it down a hallway or under a rope ect. ect.) and turning it in to flame thrower. 

Focus on the flame that you wish to enchant and speak the words SERAPH-MYTYN YIN PEIN…

 

Feed Back (Zombie Bomb)

Range:  Two hundred feet.

Duration:  Take two melee rounds for the zombie to exploded.

P.P.E.:  Equal to the original P.P.E. spent in creating the zombie.

Saving Throw: None roll with explosion/impact

Damage:  1D10 S.D.C (M.D.C in mega damage worlds) equal for every 10 P.P.E. spent.  Blast radius of five feet for every 10 P.P.E. spent. 1-80% chances that combustible items will start on fire.

To destroy the zombie that you have created in a explosion and a ball of flame fix in your minds eye the zombie and speak the words KERON YIN ERVA TARM-KIN-TOE ACBA...  A great exposition will happen shortly after the last words have been spoken.

 

Hooked and Chained

Range:  20ft

Duration: 2 minutes per level of the spell caster or until canceled.  When the casting time elapses the hooks instantly undo themselves and retract.

P.P.E.:  Thirty

Saving Throw: Dodge only 14 per chain (must know it is coming).

Damage:  2 SDC/MD (per chain) and 1 per melee round that the victom of the spell is trapped.  Plus they are -5 to all combat bonuses.  Plus the pain causes another -45% to all skill roles after they are released from the chains for 4D6 melee rounds.  Conjures 4+2D6 hooks and chains.

This spell conjures chains with barbed hooks on them.  The hooks lash out from any surface that the victom is standing next to or on.  Such as the floor, wall, ceilings, trees, rocks and water ECT…  The chains and hooks hold the character in place suspending him/her in the air or holding them down on the ground.

The hooks embed them selves in the character arms, legs, and body disabling them.  Basically any exposed surface of the body.  They can not move or perform any skills that require movement.  You need a combined P.S. of 25 supernatural to break the chains or must pull them free of your body doing considerable damage to your body.

To cast this spell speak the following words of power ACBA KERON ERVA YIN NETOSA ACBA.  The chains will lash out and hold your foe rattling and clanking.  Circle Mages of a good alignment would never use this spell

Note:  The hooks will not go through armor but will catch in chinks and wrap around holding the target fast.

 

Protection

Range:  Self or others by touch.

Duration:  Four melees per level

P.P.E.:  Four

Saving Throw: None

Effects: increases all saving throws by four points and save vs coma/death by 12%.

To cast this spell speak the words XY YIN TAO-BO.... While holding or having the symbol of the sixth circle on your person.

 

Quickness

Range:  Self or others by touch

Duration:  Two melees

PPE:  Twenty-five

Saving Throw: None

Effects:  All actions are doubled (the recipient of this spell can now make two moves for every one melee of action).

To cast this spell take the symbol of the sixth circle and press it to the feet of the recipient of the spell and speak the words ACBA TIME XY LO-KUM YIN ACBA TIME.

 

Repel/Call Animals

Range:  One mile

Duration:  Five minutes

P.P.E.  Five

Take the sixth circle in your hand and say ACBA KYM-NARK-MAR to call the animal you desire.  To repel animals say RAM-KRAM-MYK ABCA.  The animals being called or repelled must be natural animals.  Unicorns are not affected by this spell.

Repel Undead

Range:  Ninety feet

Duration:  Twelve hours

P.P.E.  Fifteen

Say the words ACBA YIN ERVA NECRO and lift the symbol of the sixth circle over your head.  This will repel 4D6 Undead.  The Undead will turn and leave without a fight.  This spell does not affect vampires and corpses possessed by a living entity.

 

Reveal

Range:  Thirty feet

Duration:  Instant four minutes

PPE.:  Ten

Saving Throw: 16

Effects:  Cancels all invisibility powers and spells.

Speak the words CHERUBOT-KYN ACBA YIN AGU.  This will reveal your hidden enemies.

 

Slide (Teleport)

Range:  Five Miles per level or others by Touch.  Line of sight only.

Duration: Instant

PPE.:  Ten

Saving Throw: None

Success Ratio: 87%.  If unsuccessful the object or person will appear anywhere in the spell casters range but never in a sold object.

Maximum Weight: 1000 pounds.

To cast this spell speak the words XY YIN KYM-NARK-MAR TRAY ACBA...This spell can only be cast while holding the symbol of the sixth circle in your hand or having it on your person.

This spell is only a point to point type spell.  The spell caster can not go outside his/her line of sight.

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Seventh Circle

Chain Lightning

Range:  One hundred feet

Duration:  Two melees

P.P.E.:  Forty

Saving Throw: None dodge natural 18

Damage:  1D6 S.D.C. (M.D. in mega damage worlds) per level of experiences.

Targets 1D4 people plus 1D4 extra per level of experiences.  If there are not enough people the lightning will strike trees, walls and furniture doing the damage to them instead.

This incantation is readily cast by speaking the words of power THARSIS-MYCN YIN CHERUBOT-KYN YIN ARIEL-RAPERE-KYN YIN ACBA...Bolts of lighting will spring from the tips of your fingers strike your enemies spring from one to other like a living beast.  Characters that are struck by the lightning are -3 to all combat roles for 1D4 melees after being struck by the lightning.  No actions can be taken while the lightning is striking unless a saving throw vs immobility of 19 or higher is made.

 

Create Magic Carpet

Range:  Ten feet

Duration:  Permanent until destroyed or canceled.

P.P.E.:  Fifteen to twenty five.

Saving Throw: None

Maximum altitude four thousand feet minimum of only inches above the ground.

This spell will make a flying carpet out of a cape (six feet or longer) or a carpet up to 15 feet square.

SDC. Is equal to the martial that the carpet is made of.

Maximum speed of a cape 90 mph, maxi speed of a carpet 80 mph.  Speeds for both the cape and the carpet are doubled on ley lines.  A cape can lift up to 600 lbs a carpet can lift up to 3000 lbs.  Passenger’s are held on to the both types of flying carpets though a adhesive spell that can be canceled with a thought by the ride of the carpet.

Creating a magic carpet is a simple task simply wave the symbol if the seventh circle over the object that you wish to enchant and say the words AGU YIN LO-KUM ACBA AGU...Simply step on the carpet and it well do your bidding.

 

East Wind (Wind Rush)

Range:  One hundred and twenty feet

Duration:  Instant

P.P.E.:  Fifteen

Saving Throw: To keep balance 18 to 20.

This spell creates a short, powerful wind gusting at 60 mph (96 kmph), which is capable of knocking people down, knocking riders off mounts, blowing small objects 20 ft to 120 ft (6.1 to 36.5 m) away, or creating dust storms.

The wind can be directed by the spell caster at a specific target or a general sweep (maximum wind width-20 f/6.1 m) can be made.  Anyone caught in the wind is helpless and unable to recover, and 1D8 melees to gather up all items blown away.

Saving Throw: A roll of 18-20 saves one from losing one's balance and losing some item(s).

To cast this power full spell speak the words CHERUBOT-KYN YIN XY ACBA.

Energy Vortex

Range:  Twenty-five feet (a cone of energy three feet wide by fifteen long by fifteen high.)

Duration:  Two melees

P.P.E.:  Fifteen

Saving Throw: None

Damage:  1D4 x 10 M.D. for every melee spent in the cone of energy.

Effects:  Disrupts all types of electrical devices shorting them out for 2D6 melees.  1-30% chance of permanently destroying the devices.

To cast this devastating spell speak the words of power ACBA YA-AHK-MET YIN CHERUBOT-KYN ACBA…Hold the symbol of the seventh circle before you as you chant the words to give it focus.

 

Flame Wind

Range:  Fifteen feet wide by ten feet high by Twenty feet long

Duration:  Instant

P.P.E.:  Twenty-five

Saving Throw: None Dodge

Damage: 1D4 x 10 S.D.C. (M.D. on mega damage worlds)

Take the symbol of the seventh circle and speak the words CHERUBOT-KYN ACBA YIN SERAPH-KYN ACBA YIN TARM-KIN-TOE ACBA...A small flame will appear on the symbol as you speak the words and quickly spread into an inferno to consume your foes.

 

Frozen Wind

Range:  Up to 300 feet away covers a 600 ft. area.

Duration:  Two minutes per level of the spell caster

P.P.E.:  Sixty

Saving Throw: None

Damage:  Special

This spell calls a jet stream of freezing wind and snow from a frozen dimension.  To bring this about take the symbol of the seventh circle hold it firmly in you hand and speak the CHERUBOT-KYN ACBA YIN CHERUBOT-KYN LO-KUM XY... A blast of freezing cold wind will start to blow at speeds of 60 mph (saving throw of 18 to keep balance) accompanied by blinding snow and ice.  All sensors and radar are cut in half.  Snow and ice will begin to cover windows, portals, cameras and optic sensors to impair vision -5 to strike, parry, and dodge if vision and/or other optics are obscured.  This penalty is in force until ice or snow is removed.  Removal counts as one melee action or ice and snow will melt away in 4 melees in warm temperatures.  Ice forms quickly on every thing including weapons.  That causes a 1-60% chances of dropping it.  This also makes walking difficult.  Reduce speed by half 32% chances of falling -4 to strike, parry, or dodge temperatures drop to 15 degrees f. and inflicts 10 S.D.C. points of damage each melee spent in the storm.  The ice and storm will also make flight difficult -5 to strike, parry, or dodge in flight 1-50% chance of crashing roll once for every melee of flight add 10% for every melee spent in flight.

 

Invisibility (Simple)

Range:  Self or others by touch

Duration:  Three minutes per level

P.P.E.:  Five

Saving Throw: None

To cast this spell take the symbol of the seventh circle and press it to your forehead and say TARM-KIN-TOE YIN XY ACBA...You will vanish from the sight of your enemies.

The spell caster and anything he is wearing or carrying at the time of the invocation are turned completely invisible.  Any object picked up after the character has become invisible remains visible.  Likewise any item on his person that is dropped becomes visible.  Neither normal nor nightvision can detect the invisibility; only beings who can naturally, psychically or magically "see the invisible" are able to see the spell caster.  Infrared and heat detectors can also pinpoint an invisible person.

Although the invisible person is imperceptible to the eye, he still retains physical mass.  This means that he cannot go through walls nor can weapons pass harmlessly through him.  The character still makes noise, leaves footprints, and physical magical contacts/attacks still affect him as usual.  At the game masters option, an attacker who makes a difficult perception roll can try to attack the invisible character (this requires a called shot at -2 to strike).

While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects and perform other acts of physical exertion, including combat.  The invisibility is terminated when the magic's duration time elapses or the mage cancels the spell.

Note: If cut the blood is visible.

 

Poison Wind

Range:  Sixty feet (Twenty feet wide by fifteen feet high by thirty-five feet long).

Duration:  Instant

P.P.E.:  Thirty

Saving Throw: A 16 is need or a magical cure to reverse the effects

Damage:  2D6 to hit points or 1D4 x 10 M.D. to M.D. creatures, it also spoils food and poisons water.  The spell causes blood to well up though the pour and causes temporary blindness accompanied by vomiting, diarrhea and open bleeding sores lasting for 1D4 hours (-4 to all combat bonuses and -25% to all skill roles for 1D4 days) and takes 1D6 days to recover from the effects. Characters infected in this manner will receive 1D6 H.P/M.D. damage every half-hour that they are infected.  Characters suffering in this way can nothing doing things that requires being stationary for to long due to the sores and diarrhea.  Unless a cure poison spell is cast successfully to counteract the poison in their body.  This will only stop the effects not reveres the damage.

To cast this devastating spell take the seventh circle in hand and speak the words TARM-KIN-TOE YIN YA-BLIK YIN ACBA NETOSA...A great wind will rise up to Poison your enemies.  The wind cannot be blown back at the spell caster or be carried by a natural wind beyond its limits.

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Eighth Circle

Create Zombies

Range:  Touch or six feet.

Duration:  Permanent until destroyed.

P.P.E.:  Sixty for human size zombies add 10 P.P.E. for every two feet above six feet.  Subtract five P.P.E. for every one foot below six feet.  Creatures as small as rats can be made into zombies.

Saving Throw: None

To create a zombie you'll first need to get a fresh corpse (must be less than 1D6 days old) make a cut in the corpses chest then slice your arm allowing the blood to drip into the wound saying the words ACBA NETOSA TARM-KIN-TOE...Sow up the wound with a strand of hair.  Take the symbol of the eighth circle place it on the wound and say the words KERON YIN ACBA YA-BLIK...The zombie will rise filled with a life force of darkness to do your bidding.

Note: Only 1 zombies can be created at a time plus 1 per level of exp. of the spell caster.  For Stats see the monster section.

 

Dust Devil

Range:  Unlimited

Duration:  Seven minutes or until canceled

P.P.E.:  Twenty-five

Saving Throw: None

To create a dust devil speak the words KROM VAST AGU KERON ACBA...a humanoid beast will rise from the very dust of the earth to do your biding.

Note: For Stats see the monster section.

 

Resurrect

Range:  Touch

Duration:  Insistent with permanent results

P.P.E.:  Three hundred

Saving Throw: None

Restores lost limbs if they are placed near the body as well as organs.  Also restores 3D6 H.P. and 3D6 S.D.C. or 100 M.D.C.  Can only be done if the dead are less than six hours old (1-35% chance if more than six hours old up to twelve hours after words it is not possible to call them back from the grave)

Place the symbol of the eighth circle on the forehead or chest and say the words RA XY MANI ACBA AGU YIN KYM-NARK-MAR...Call out the dead persons name call them back from the grave.

Note: This can only be done once for a person if they die again the spell will not call them back.  Two strikes your out!

 

Summon Baalrogâ

Range:  N/A

Duration:  24 hours per level of the spell caster.

P.P.E.: One hundred sixty five

Saving Throw: None

Take the symbol of the eighth circle in hand and chant the words XY ACBA CORPS PEIN YIN KROM...A Baalrog will rift in.  Hold the symbol of the eighth circle between you and the Baalrog the medallion will have hold over the Baalrog (to a limit the Baalrog will not put his own life in danger).  If the Baalrog is given something like a victom to consume, gold or a magical or special weapon it will be more willing to do your bidding now as well as the next time it is summoned.  The Baalrog may choose to stay after the spell has elapsed this could be bad news for the summoner if they have angered the demon.  Or can be a good thing if the Baalrog likes the mage.

Note: Only one Baalrog can be summoned at a time until the first spell ends. For Stats see the monster Palladium Conversions Book Oneä.

 

Summon Giant Scorpions

Range:  N/A

Duration:  Permanent until destroyed

P.P.E.: One hundred thirty

Saving Throw: Thirteen

Chant the words KAL XY ANTHRO CORP PEIN...While holding the symbol of the eighth circle in your hand.  Three giant scorpions will appear before the summoner.  The spell caster must make a saving throw of 13 or the scorpions will attack every thing in sight.  If the saving throw is successful the summoner has complete control over the scorpions.

Note:  Only six scorpions can be summoned at a time.  For Stats see the monster section.

 

Summon Giant Wolfspiders

Range:  N/A

Duration:  Permanent until destroyed

P.P.E.:  One hundred twenty

Saving Throw: 13

Chant the words XY ANTHRO KAL CORP PEIN...While holding the symbol of the eighth circle in your hand to summon three giant wolfspidersr.  The spell caster must make a saving throw of 13 or the Wolfspiders will attack every thing in sight.  If the saving throw is successful the summoner has complete control over the Wolfspiders.

Note: Only six wolfspiders can be summoned at a time.  For Stats see the monster section.

 

Summon Maxpary Shamblerâ

Range:  N/A

Duration:  Permanent until destroyed

P.P.E.: One hundred ten

Saving Throw: None

First cast the spell create food, take the mushroom and drop the symbol of the eighth circle in the bowl (do not remove any of the water from the mushroom) and chant the words MAL ACBA CORP XY YIN MAL...The top of the mushroom will crack into four even pieces that grow into Maxpory Shamblers.

Note: Only three shamblers can be summoned at a time for Stats. on see the monster section.

 

Summon the Beast

Range:  N/A

Duration:  Takes four melees to summon

P.P.E.: Two hundred thirty

Saving Throw: None

Summoning the beast can be a very hazards thing to do for the little creature may turn on the summoner for bring it to being.  To summon it take the symbol of the eighth circle and place it on the floor take a knife and cut your self and allow the blood to drop on the symbol speaking the words ACBA YIN PEIN NETOSA...The Beast will form from the blood.   After it appears a battle of wills takes place you must make two successful roles out of three above the Beasts M.E. a failed role means that it will run wild.  If the summoner is successful the Beast will follow all commands that are given including ones that put it in danger.  A kind master one that keeps the beast supplied with many victims to choose from will find a very strong ally in the beast they are good at collecting information and spying on people.

Note: For Stats on the beast see the monster section.

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EGAP ENO KCAB