Requires the Hero to have at least Remarkable (8) Magic Skill or higher. Spells cost 4 Mana to cast.
To successfully cast a Fourth Circle Spell the Hero needs to pass a Difficult (Difficulty Number 12) Heroic Roll based on the Hero's Magic Skill. The Difficulty number becomes 12+ the target's Magic Resistance if being cast on a creature or an item they are carrying.
ANCIENT CURSE: This is the spell of fairy tales, where the caster may turn the victim into a frog or put them to sleep for 100 years, as long as there is a means to lift the curse. If the GM thinks that the Ancient Curse is too powerful or too difficult to lift, then the caster can be affected by the curse!
CONTROL WEATHER: With this spell, the caster may create a lightning storm (as the 4th level spell), hurricane (as the 3rd circle spell), or a heat wave, blizzard, torrential rain, etc., within a 200-paces radius for d6x10 minutes.
FIND: When this powerful spell is cast, the caster knows the direction and distance of the object or creature named if it is within 10 kilometres of the caster.
FIRE GLOBE: This spell causes a ball of fire to leap from the caster's hand to a target up to 100 paces away. The fire globe will explode (Offensive 5d6+20) in a 30-pace diameter when it hits its target, affecting all creatures and objects in the blast area.
GREATER HEALING: When the caster touches the recipient, they are cured of all ailments, such as diseases, poisons, wounds, blindness, starvation, dehydration, etc., and any lost skill levels affected by them.
GREATER SHAPE SHIFT: The caster magically transforms into a large-sized animal for up to d6x10 minutes (GM Secret Roll). Example animals include a rhino, elephant, and giraffe.
LIGHTNING STORM: Calling on elemental forces with this spell, the caster may create a lightning storm within 60 paces of the caster. The lightning storm will blast (Offensive 50) all creatures once in a 40-pace diameter.
RAISE SPIRIT STALKER: By means of this necromantic spell, the caster may raise a spirit stalker from a corpse under their control until it is destroyed.
SHAPE CHANGE: This spell allows the caster to transform themselves or another being within 10 paces into another creature or inanimate object. The recipient will take on the new form's physical skills (Str, Agl & End), but retain all their others. The spell lasts until dispelled.
SUMMON ELEMENTAL: This spell allows the caster to conjure any one elemental. The caster can only summon one of each type (Earth, Air, Fire, Water) in one day. The elemental will perform any tasks within its power (carrying, attacking, etc.) as long as the caster maintains control by concentrating. The caster cannot fight, cast other spells, or move over half normal movement, else they will lose control of the elemental. If they lose control of the elemental, they cannot regain it. An uncontrolled elemental will try to slay its summoner and may attack anyone in its path while pursuing them. The spell's caster may return a controlled elemental to its home plane simply by concentration.
SUMMON LESSER DEMON: With this spell, the caster may conjure a lesser demon (rock demon or horned demon) to do their bidding for d6 hours. The lesser demon has a 1 in 6 chance of turning on the caster.
TELEPORT: To teleport is to hop from one place to another in the twinkling of an eye, setting off and arriving almost instantaneously. A sorcerer using this means of travel may go anywhere within 20 kilometres in a single jump and may take all equipment and whatever they can carry in their hands (this can include another creature!). If the caster does not know at least general details of the desired location, then there is a 1 in 6 chance of them reappearing inside a mountain or at the bottom of the sea and instantly dying!