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.
GREATER HEALING: When the caster touches the recipient he is cured of all ailments, such as diseases, poisons, wounds, blindness, starvation, dehydration etc, and lost Skill Levels affected from them.
GREATER SHAPE SHIFT: The caster magically transforms into a large sized animal for up to d6x10 minutes (GM Secret Roll). Example animals include an rhino, elephant, giraffe.
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.
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 perusing him. The Spell`s caster may return a controlled Elemental to its home plane simply by concentration.
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 him reappearing inside a mountain or at the bottom of the sea and instantly dead!
LIGHTNING STORM: Calling on Elemental forces with this Spell the caster may create a Lightning Storm within 60 metres of the caster. The Lightning Storm with blast (Offensive 50) all creatures once in a 40 metre diameter.
FIRE GLOBE: This Spell causes a ball of fire to leap from the caster`s hand to a target up to 100 metres away. The Fire Globe will explode (Offensive 5d6+20) in a 30 metre diameter when it hits its target, affecting all creatures and objects in the blast area.
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.
SUMMON LESSER DEMON: With this Spell a the caster may conjure a Lesser Demon (Rock Demon or Horned Demon) to do his bidding for d6 hours. The Lesser Demon has a 1 in 6 chance on turning on the caster.
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 metre radius for D6x10 minutes.
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 to powerful or to difficult to lift, than the caster can be affected by the curse!
SHAPE CHANGE: This spell allows the caster to transform themselves or another being within 10 metres into another creature or inanimate object. The recipient will take on the new forms physical skills (Str, Agl & End), but retain all his others. The spell lasts until dispelled.