Requires the Hero to have at least Good (6) Magic Skill or higher. Spells cost 3 Mana to cast.
To successfully cast a Third Circle Spell the Hero needs to pass a Moderate (Difficulty Number 10) Heroic Roll based on the Hero's Magic Skill. The Difficulty number becomes 10+ the target's Magic Resistance if being cast on a creature or an item they are carrying.
HEAL SERIOUS WOUNDS: This spell heals serious cuts, abrasions, swelling, sprains and bruising. Broken bones and internal bleeding can also be cured. When caster touches the recipient they re-gain 15 lost Health Points.
THUNDER BOLT: This Spell allows the caster to fire a bolt of lightning (Offensive 3d6+12) from his hand to hit a target up to 60 metres away. When the lightning bolt is thrown a large clap of thunder is emitted.
CAUSE/CURE BLINDNESS: The target creature must be within 10 metres of the Spell Caster for either Spell. Cure Blindness restores the sight to a blinded creature, where as Blindness permanently blinds a creature until Dispelled, Cured, etc.
ENHANCED SHAPE SHIFT: The caster magically transforms into a medium sized animal for up to d6x10 minutes (GM Secret Roll). Example animals include an ape, horse, bear, lion, panther, tiger.
FLY: The caster must touch the recipient for the Spell to work. The target creature will be able to fly in any direction for d6x10 minutes (GM Secret Roll) at a Movement rate of 15 metres per combat round.
WALL: This Spell creates a magical wall of 10 metres diameter, through which nothing can pass, for a maximum of d6x10 minutes (GM Secret Roll). It can withstand attacks and Spells, but may be Dispelled.
HURRICANE: With this powerful elemental Spell the caster conjures gales of wind, rain, hail and snow, which then covers up to 30 metres around the caster for up to 5 minutes. All creatures (except the caster) within the area, each round must make a Strength Test or be blown off their feet and pelted by debris (Offensive d6+6). Other fixtures and fittings in the area may be damaged or blown over (GM`s decision). All Actions are increased by 2 Levels of Difficulty in the Hurricane.
BANISH UNDEAD: When this Spell is cast it removes the magical life-force which animates all Undead creatures within 15 metres of the caster, returning their spirits to the peaceful rest of true death.
DRAGON BREATH: With this nasty Spell the caster may breathe a cone of flame 10 metres long and 5 metres wide, that will burn creatures (Offensive 5D6+5) and ignite all flammable objects in the area of effect.
GRAND ILLUSION: With this Spell the caster may create a moving image up to the size of a castle, as well as illusionary smells and noises! The Grand Illusion may not stray more than 200 metres from the caster. Duration d6x5 minutes (GM Secret Roll)
SUMMON BEAR: This Spell causes one Bear to appear and fight on the casters side for d6 hours or until the bear is killed.
RAISE WIGHT: When cast on a dead body this Spell transforms the corpse into a Wight, controlled by the caster for d6 hours.
RAISE MUMMY: The caster needs a corpse, lots of bandages, and 200 GP worth of rare herbs to create a Mummy. The ritual takes 2 hours to complete and the Mummy raises to unlife the next day under the casters control.
SUMMON DEMONSPAWN: This Spell summons a Demonspawn from the nether regions to serve the caster for d6 hours or until the monstrosity is slain.
SPHERE OF ELEMENTAL SHIELDING: The caster places this magical protection on themself, and moves with the caster covering a 10 metre radius magical sphere . The caster must select wich 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 and any allies of the caster receive only half damage (after defense reductions) from the element type slected for for d610 minutes.
POISON VINES: The caster summons spiked poisonous vines to erupt from the ground up to 30 metres away in a 10 metre radius circle to entange and damage creatures in the area of effect for d6x5 minutes. When the spell is first cast, an oppossed test against all creatures Luck (friend or foe) is made to see if they leap out of the area. If the spell caster succeeds the victim(s) take 1d6 poison damage each round and each creature will be immobilised by the poisonous vines unless they spend an action and successfully pass a Difficult (12) Might Roll to break free. Each creature that moves through or ends it move in the area of effect is a attacked by the vines (Magic versus Magic Resistance).