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 plus the target's Magic Resistance if being cast on a creature or an item they are carrying.
BANISH UNDEAD: When this spell is cast, it removes the magical life-force which animates all Undead creatures within 15 paces of the caster, returning their spirits to the peaceful rest of true death.
CAUSE/CURE BLINDNESS: The target creature must be within 10 paces of the spellcaster for either spell. Cure Blindness restores sight to a blinded creature, whereas Blindness permanently blinds a creature until dispelled, cured, etc.
DRAGON BREATH: With this nasty spell, the caster may breathe a cone of flame 10 paces long and 5 paces wide that will burn creatures (Offensive 5d6+5) and ignite all flammable objects in the area of effect.
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, and 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 paces per combat round.
GRAND ILLUSION: With this spell, the caster may create a moving image up to the size of a castle, as well as illusory smells and noises. The Grand Illusion may not stray more than 200 paces from the caster. Duration: d6x5 minutes (GM Secret Roll).
HEAL SERIOUS WOUNDS: This spell heals serious cuts, abrasions, swelling, sprains, and bruising. Broken bones and internal bleeding can also be cured. When the caster touches the recipient, they regain 2d6+28 lost Health Points.
HURRICANE: With this powerful elemental spell, the caster conjures gales of wind, rain, hail, and snow, which then cover up to 30 paces around the caster for up to 5 minutes. All creatures (except the caster) within the area each round must make a Might 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.
POISON VINES: The caster summons spiked poisonous vines to erupt from the ground up to 30 paces away in a 10 paces radius circle to entangle and damage creatures in the area of effect for d6x5 minutes. When the spell is first cast, an opposed test against all creatures' Luck (friend or foe) is made to see if they leap out of the area. If the spellcaster succeeds, the victims 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 its move in the area of effect is attacked by the vines (Magic versus Magic Resistance).
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 rises to unlife the next day under the caster's control.
RAISE WIGHT: When cast on a dead body, this spell transforms the corpse into a wight, controlled by the caster for d6 hours.
SPHERE OF ELEMENTAL SHIELDING: The caster places this magical protection on themself, creating a magical sphere covering a 10-paces radius that moves with the caster. The caster must select which element — Fire, Frost (including water, cold, and ice), Stone (including Earth and physical attacks), Air (including electrical and lightning), Arcane (magical spell energy), or Divine (divine spell energy) — applies. The caster and any allies of the caster receive only half damage (after defence reductions) from the selected element type for d6x10 minutes.
SUMMON BEAR: This spell causes one bear to appear and fight on the caster's side for d6 hours or until the bear is killed.
SUMMON DEMONSPAWN: This spell summons a Demonspawn from the nether regions to serve the caster for d6 hours or until the monstrosity is slain.
THUNDER BOLT: This spell allows the caster to fire a bolt of lightning (Offensive 3d6+12) from their hand to hit a target up to 60 paces away. When the lightning bolt is thrown, a large clap of thunder is emitted.
WALL: This spell creates a magical wall of 10 paces 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.