Requires the Hero to have at least Poor (1) Magic Skill or higher. Spells cost 1 Mana to cast.
To successfully cast a First Circle Spell the Hero needs to pass a Simple (Difficulty Number 6) Heroic Roll based on the Hero's Magic Skill. If being cast on a enemy opposing creature or an item they are carrying, then the Difficulty number becomes the target's Magic Resistance+6
BLESS\CURSE: Both of these Spells have a range of 20 paces and last for 1 hour. Bless reduces the Difficulty of Combat Rolls, by 1 Level, whereas Curse increases them by 1 for one target creature.
CAT EYES: The caster of this Spell must touch the recipient to grant them the ability to see in the dark up to 40 paces. The Spell alters the recipient`s pupils to slits and lasts for d6x10 minutes (GM Secret Roll).
CLAIRVOYANCE: With this Spell, the caster may see through the eyes of another creature within 50 paces of the caster. The Spell lasts for d6x5 minutes (GM Secret Roll).
CURE POISON: The caster must touch the recipient to remove the toxins from the recipient. If cast on a target it can stop any more poison damage and even restore any poison damage taken in the last 10 minutes.
DETECT MAGIC: All enchanted creatures and items within 10 paces of the caster glow blue. The duration of the Spell is d6x5 minutes (GM Secret Roll) and the area of effect moves with the caster. If the caster holds, uses, touches the item (or creature or object) then the caster also senses what the type of magic (dark or light), creature or Spell effect it is.
ELEMENTAL SHIELDING: The caster places this magical protection on themself. The caster must select which element - Fire, Frost (including water, cold and ice), Stone (including Earth and physical attacks) or Air (including electrical and lightning), Arcane (Magical spell energy) or Divine (Divine spell energy). The caster receives only half damage (after defence reductions) from the element type for d6x5 minutes (GM Secret Roll).
FEAR/BRAVERY: Both Spells have a range of 5 paces and a duration of 5 minutes. When the Fear Spell is cast it causes to the recipient to flee in wild terror from the caster for the duration of the Spell. When the Bravery Spell is cast on a creature becomes brave and is not affected by normal or magic fear, and the recipient gains +1 to all combat rolls (spell casting, attacking, parrying, etc.)
FLAME BLADE: When the caster touches a weapon, it becomes enveloped in magical fire. The weapon will be enchanted for 10 minutes adding +3 to the weapon's OFFENSIVE value and enabling it to harm enchanted creatures. Alternatively the caster may summon forth a magical flaming sword in their empty hand with an OFFENSIVE value of 7+ the Caster's Might, for the same duration.
FLAME FINGERS: This Spell causes a burst of flame to leap from the caster`s out-stretched fingers affecting all targets within 5 paces in front of the caster, inflicting 2d6 magical damage.
FIRETRAP: This devious little Spell can be cast on any object or item that can open or shut, such as a door, chest, bottle, book, purse, etc. The trap is permanent until set off, when opened, causing a small fiery explosion (Offensive d6+6) in a 5 pace radius. The object that it was cast on is unaffected by the explosion. The caster of the Spell may open the Fire Trapped object as often as he wants without setting off the Spell.
FOG: This Spell causes a thick supernatural fog that hinders sight to spring up around the caster in a 20 paces radius for 3d6 minutes. The caster can see normally in the fog, but other creatures add -2 to Action Rolls taken in the fog.
HEAL MINOR WOUNDS: This spell heals minor cuts, abrasions, swelling, sprains and bruising When the caster touches the recipient they regain d6+4 lost Health Points.
HEAT METAL: This Spell can be cast up to 10 paces away and heats up metal to a searing temperature (5 magic damage). The item affected can be up to the size of a suit of Plate Mail Armour. The spell lasts for 1-3 Combat Rounds.
LESSER ILLUSION: With this Spell, the caster can create a silent moving image the size of a man up to 40 paces away. The Spell will last for 3d6 minutes or untill touched if earlier.
LIGHT/DARKNESS: The Light Spell can be cast on an object or creature and will shed light up to a 10 pace radius that will last up to 1 hour. The Darkness Spell is exactly the same, except that the area will be filled with murky darkness. All creatures including the caster are considered BLIND in the area of effect, (even creatures with the Darksight* Special Skill).
MAGE FLAME: This Spell causes a bolt of flame to leap from the caster`s hand up to a target 40 paces away. The Mage Flame has an OFFENSIVE value of d6+6.
MINOR SHAPESHIP: The caster magically transforms into a very small animal for up to d6x10 minutes (GM Secret Roll). Example animals include, mouse, bird, butterfly, worm, non-venomous spider, non-venomous snake, frog, toad , lizard, ant, turtle, insect. While in animal form, the caster can understand speech, but cannot speak unless the recipient has an ability or spell to speak to animals.
NOURISH: This Spell creates enough food for 4 people to have a meal each. If not eaten within 5 minutes, will fade away.
OPEN/LOCK: With the Open Spell the caster may open any one door, chest, lock, etc. within 5 paces and also cancels out a Lock Spell. The Lock Spell will lock any one door, lock, chest, window, etc. within 5 metres of the paces. The Lock Spell can be removed by an Open Spell or opened normally by the caster of the Lock Spell.
PROTECTION FROM DEMONS: When this Spell is cast a protective circle is marked on the floor in a 5 pace diameter. Any supernatural being can not attack any creature within the circle. The Spells magic will last for d6x10 minutes (GM Secret Roll).
PROTECTION FROM HARM: When this Spell is cast the caster must touch the recipient (themself or another). The recipient is covered in a magic shimmering that will last for 1 hour or absorb 10 Health Points of damage before disappearing.
PSYCHIC BLAST: This Spell causes all creatures, whether friends or foes within 5 paces of the caster to be struck by a wave of pain inflicting 2d6 magic damage. Creatures with no mind cannot be affected.
QUENCH: This spell creates a magical spring from the ground, wall or an item that will pour forth 40 gulps of water.
RAISE SKELINGTON: The necromantic Spell is used to raise and control any one skeleton within 20 paces of the caster. It should be remembered that undead don’t really think for themselves, so any instructions given to a Skeleton must be very explicit if they are not to be misinterpreted. See the Skelington entry in the Book of Beasts. The duration lasts until it is slain or for d6 hours (GM Secret Roll)
RAISE ZOMBIE: This Spell of the Necromantic School is used to breathe life back into a corpse, forcing it to return to life as a Zombie, under the control of the caster. The caster may raise one body within 20 paces. See the Zombie entry in the book of beasts. The duration lasts until it is slain or for d6 hours (GM Secret Roll)
SENTRY: Using this Spell the caster can create an invisible magical Sentry for up to 2d6 hours (GM Secret Roll) that can be placed up to 10 paces from the caster. The Spell can be cast on a place, door, chest, book, purse or any other similar object. Should anything the caster would regard as, well, trouble come within 50 paces of the Sentry, the caster will be alerted and the spell ends.
SPEAK WITH ANIMALS: This Spell allows the caster to communicate with any normal or giant animal type within 20 paces for up to 5 minutes.
SPEAK WITH DEAD: This Spell enables the caster to communicate with any dead body within 20 paces for a duration of up to 5 minutes. The deceased only knows information up to it`s death, any other information is mere speculation.
SPEAK WITH PLANTS: This Spell allows the caster to communicate with any plant or plant-like monster within 20 paces for up to 5 minutes.
SUMMON DEMONIC SERVANT: When this Spell is cast a minor demonic entity of the underworld is forced to do the caster's bidding, until it is destroyed or until d6 hours( GM Secret Roll) have passed. See the Demonic Servant entry in the Book of Beasts. The Demonic servant is obedient, but hates and detests the caster.
SUMMON HAWK: This Spell summons the aid of a Hawk under the control of the caster. The caster may communicate with the Hawk. The duration lasts for d6 hours(GM Secret Roll)
SUMMON IMP: When this Spell is cast a small winged Imp from the Nether regions is forced to do the casters bidding until it is slain, or for a period of d6 hours ( GM Secret Roll) have passed. Casters be weary as the devious imp will find loop-holes in instructions and try to cause injury or loss for the caster. See the Imp entry in the Book of Beasts
TONGUES: This Spell allows a caster to comprehend and speak any written or spoken language within 10 paces. The Spell lasts for d6x5 minutes (GM Secret Roll).
VENTRILOQUISM: The caster cups their hand to the side of their mouth and may create a loud noise (heard up to 30 paces away) and make it appear to come from a different place to where the caster is. The duration lasts for d6x5 minutes (GM Secret Roll). Some examples are monster noises, bushes rustling, water splashing, bird sounds, animal growls, boots marching, music, singing, screams, laughing, whispering, ghostly wails, etc.
WARP WOOD: This Spell will warp, twist and break any wooden item up to the size of a door making it useless.
WIZARD EYE: When this Spell is cast an invisible eye is created through which the caster may see. It is the size of a real eye and has perfect Dark Sight. The Wizard Eye floats through the air at 5 paces per combat round, but will not go through solid objects or move more than 100 metres away from the caster. The Spell will last for d6x5 minutes (GM Secret Roll) and the caster must concentrate (without moving) to see through the eye.