New Spells

New Spell Template

 Spell: spell name here

Type/Color: type/color
Target: target
Duration: duration
Description: describe spell

Author: who authored spell
Author’s Notes: This is just a template of the format I used in creating spells. All you need to do is copy this template, replace the Author’s Notes with anything you feel appropriate. Then, on the main ‘New Spells’ type in the name of your spell all joined together with caps (ex: My_New_Spell; just remove the underscores), this will automatically create a hyperlink to a new page upon which you can add your spell.

Type I Spells

Divine Might 

Spell: Divine Might
Type/Color: I/White
Target: One Character, Hired Native or Controlled Monster
Duration: Day
Description: The target of this spell is infused with divine strength. The strength of the target’s Move and Fight values is increased by one level (max Tremendous). Once the spell is broken, the target retuns to normal.

Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.

Divine Protection

Spell: Divine Protection
Type/Color: I/White
Target: One Character, Hired Native or Controlled Monster
Duration: Day
Description: The target of this spell is given an aura of holy protection. The Vulnerability changes so that it counts as an Armored creature (see the rules for Armored Natives & Monsters). If the target is already an Armored Denizen, this spell has no effect. Once the spell is broken, the target returns to normal.

Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.

Type II Spells

Elven Sight

Spell: Elven Sight
Type/Color: II/Gold
Target: One Character, Hired Leader or Controlled Monster
Duration: Day
Description: The target rolls 1 die instead of 2 on all Peer, Locate & Reading Runes rolls.

Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.

Summon Ally Of Nature

Spell: Summon Ally of Nature
Type/Color: II/Grey
Target: Caster’s Clearing
Duration: Day
Description: In order to cast this spell, the caster must be in a Woods Clearing. When cast, the caster rolls on the following table and recieves the listed animal as a Controlled Monster:

Roll Animal
1 Basilisk (VUL: Trem Armored; Att: T5; Move T6)
2 Giant Eagle (VUL: Heavy; Att M3; Fly H4)
3 Bear (VUL: Heavy; Att: H3; Move H4)
4 Wolf (VUL: Medium; Att: M4; Move M4)
5 Hawk (VUL: Light; Att: L2; Fly L2)
6 Squirrel (VUL: Light; Att: None; Move: L2)

The Giant Eagle can be ridden and has a Carrying Strength of Heavy. None of the other animals may be ridden. If the animal is killed, it does not yeild any Fame or Notoriety bounty but does count as a kill for determining bounty multipliers.

Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.

Type III Spells

Fleet Foot

 Spell: Fleet Foot

Type/Color: III/Gold
Target: One Character, Hired Leader or Controlled Monster
Duration: Day
Description: Movement through mountains costs 1 less action.

Author: Robin Warren
Author’s Notes: Note that you can never have less than 1 action, so if you are playing a custom character that gets a move through mountains of 1, you cannot reduce it to zero!

Bewilder

 Spell: Bewilder

Type/Color: III/Gold
Target: clearing
Duration: Combat
Description: All monsters and denizens in the clearing are exempted from changing tactics during combat. T monsters can still flip to RED-side, because this is not a tactics change.

Author: Robin Warren

Send

 Spell: Send

Type/Color: III/Any
Target: Wolves
Duration: Day
Description: Move and fight with the wolves.

Author: Robin Warren
Author’s Notes: This is essentially “Control Bats” for wolves. If you are wondering why it is called “Send”, I invite you to read “ElfQuest” by Wendy and Richard Pini.

Type IV Spells

Phantom Hand

 Spell: Phantom Hand

Type/Color: IV/Gold
Target: One inactive Weapon in the Caster’s possession.
Duration: Combat
Description: The target weapon immediately becomes active and acts as a Head/Club counter under the Caster’s control. It attacks as if it were wielded by a Fight M4 chit. At Midnight, the weapon returns to the caster’s inactive belongings.
Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.

Type V Spells

Animate Zombie

 Spell: Animate Zombie

Type/Color: V/Black
Target: One Character, Monster or Native killed earlier in the same Day
Duration: Day
Description: The spellcaster targets any single Character, Monster or Native that was killed in his clearing earlier in the same Day. The Weight/Vulnerability of the target determines the capabilities of the created Zombie:

Target Vul Zombie
Light VUL: Medium; Att: L3; Move: 3
Medium VUL: Medium Armored; Att: M4; Move: 4
Heavy VUL: Heavy Armored; Att: H5; Move: 5
Tremendous VUL: Tremendous Armored; Att: T6; Move: T6

A Zombie never flips in combat. The Zombie is a Controlled Monster that is destroyed when the spell expires. If the zombie is killed in combat it is destroyed. Also, it does not yield any Fame or Notoriety bounty but does count as a kill for determining multipliers. A destroyed zombie cannot be targeted by this spell.

Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.

Drain Life

 Spell: Drain Life

Type/Color: V/Black
Target: One Character in the Caster’s Clearing
Duration: Attack
Description: This spell generates an Attack of Length 12 and a speed equal to the Magic Chit used to cast it. On a successful hit, the caster rolls 1d6 and the target must Wound that many Chits. The same roll determines the number of Effort Asterisk that the caster may immediately Rest. Asterisks played to cast this spell are not eligible for Resting.

Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.

Type VI Spells

Teleport

 Spell: Teleport

Type/Color: VI/Purple
Target: Caster
Duration: Instant
Description: This spell teleports the caster a distance of up to 2 hexes. The character is placed in the woods (off of the roads & clearings) of the destination tile. Only belongings he can carry by himself teleport with him. Any other belongings and all Horses are Abandoned. At Midnight, the caster is placed in a randomly determined clearing (as if landing after a Fly Phase).

Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.

Elemental Power

 Spell: Elemental Power

Type/Color: VI/Purple
Target: Any of the caster’s Type VI and VIII chits that he chooses.
Duration: Day
Description: All targeted Type VI chits become Purple Color chits. All targeted Type VIII chits become Black Color chits.

Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.

Shrink

 Spell: Shrink

Type/Color: VI/Purple
Target: One Denizen.
Duration: Combat
Description: Denizen is shrunk in size.

Reduce Vulnerability, Attack and Move Strengths and all Speeds of target denizen (including Horse) by one step. Reduce Maximum damage to Tremendous.

Example for Tremendous Flying Dragon:

before Shrink: M3,4 / 6,4
after Shrink: L2,3 / T5,3
New Vulnerability: Heavy and Armored

Example for Order #3:

before Shrink: H4*,6 / T5*, 6
after Shrink: M3*,5 / H4*, 5
New Vulnerability: Heavy and Armored

Warhorse:
before Shrink: T7 / H4
after Shrink: H6 / M3
New Vulnerability: Heavy and Armored

Author: Roberto Ullfig

Type VII Spells

Blunting

 Spell: Blunting

Type/Color: VII/Gold
Target: All Weapons, Natives & Monsters in the Caster’s clearing
Duration: Combat
Description: All weapon, native & monster counters lose one Sharpness star for the remainder of combat.

Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.

Staff To Snake

 Spell: Staff to Snake

Type/Color: VII/White or Grey
Target: One Staff belonging to a Character in the Caster’s Clearing
Duration: Combat
Description: The target staff is transformed into a Snake under the caster’s control. For the remainder of combat, the Snake is treated as a Controlled Monster and may fight independent of the caster. The Snake has a Move of 4 and a M4** attack with a Weight/Vulnerability of Medium and Armored. If the Snake is killed, the Staff is destroyed and is placed in the Soldiers’ box on the Treasure Setup Card.

Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.

Type VIII Spells

Gravity

 Spell: Gravity

Type/Color: VIII/Grey
Target: All Weapon Counters in the Caster’s Clearing
Duration: Combat
Description: All weapon counters are treated as if their Weight were one level higher than normal. Negligible becomes Light and Tremendous becomes Immovable.

Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.

Reverse Power

 Spell: Reverse Power

Type/Color: VIII/any
Target: One Source of Color Magic
Duration: Day
Description: When cast, the caster targets a specific source of Color Magic (enchanted Tile or Magic Chit, an Artifact, a Site, etc.). That source’s color is changed to another color as follows: White becomes Black, Black becomes White, Grey to Purple and Purple to Grey. At Sunset of the following Day the color reverts back.

Author: Deric Page (deric.page@usa.net)
Author’s Notes: Feel free to use this spell in any games if you wish. Be warned however that it has not yet been playtested, so unexpected results may occur and rulings will probably have to be made on the spot by players. The only thing I ask is that you make proper attributions & that you email me with notes on how the spell worked out in play.