Thursday, October 15, 2026

The Stone Isles, a campaign setting [In the House of the High King]

When I started to conceive of this campaign setting, I thought of this post by my colleague Tom Kilian who asked: What if Gondor had been in Earthsea? You may say that this is a fork of his original post. And I've started to write so many strange things that are so different from his original conception, I must give them my own names. But I hope Tom will be indulgent (or at least forgiving) with the way my ideas have run away from his initial inspiration.

The story of the Isles is one of invasions, each layered on top of each.

First, there were the dragons, who ruled the seas and the skies. Then came the Fair Folk, who mastered stone and fire.

Then came humankind, who claimed dominion over all four. 


First Wave: The Age of Night (600 years ago)
Anu and her daughters came to the Isles on stone ships with sails filled with mage-wind. When they arrived, they burned the sails, set their stone ships up as houses, and began the long work of learning the secret names of all things written in the runes of the stars.

They made war with the Fair Folk, which ended in a bargain to split the Stone Isles between them. The humans had the first pick. They picked "the top half." True to their word (as if their nature), the Fair Folk retreated underground.

Since their business was of the stars, other men called the daughters of Anu the "Night Sisters."

Second Wave: The Age of 100 Kingdoms (500 years ago)
Some say these were invaders. Others say they were invited because the daughters of Anu had no men to make children with.

Sailing men came from the east, a different ethnic group from the sorcery-wielding Night Sisters of Anu. They carried totems with them: animals and hybrid animals whose strength, cleverness, or prowess they admired. They took names from such beasts, wove tapestries of them, flew flags with their likeness. Each tribe took one of the myriad islands and set up a petty kingdom. The Age of 100 Kingdoms is marked by three centuries of seasonal raiding and wife-stealing and hostage taking.

Third Wave: The Age of the High King (200 years ago)
The House of Dawn sailed to the shores of the Stone Isles when your grandfather's father was a boy. Some say they sailed here from the Sunken Continent, the last survivors of a drowned civilization. Some say they sailed here from the stars.

They made a compact with the Sisterhood of Sorceresses, and wedded their sons to the sorceresses' daughters. Each king made an oath of loyalty to the High King, who united the Stone Isles into a single kingdom. His reign was wise, clement, and just.

But the High King has gone, and there is no heir that meets the requirements given at his parting. The line of the sorceresses dwindles, and few are born with the gift of magic. The Runes of Rule are broken and scattered.

And still the dragons remain.


 

The Inner Isles

Pellidor

Pellidor is the center of the Stone Isles, the seat of the High King, the largest island in the archipelago. Its high white chalk cliffs rise defiantly up from the sea, and above them soar the Eagle Mountains, white snows on black stones. It has two major cities: Caer Ond in the east and Gadreelion in the south. 

 

Caer Ond
Caer Ond is also called the City of Towers, for no other city in the world boasts towers so high and so fair. The masons of Caer Ond are without peer, and they raise many wonderful monuments of stone in the city. On the city's high hill stands the Starvault, a massive domed cathedral dedicated to the Increate themself. In the High King's absence, the Pontifex of the Starvault de facto governs the city.

The House of the High King
A myth: In the depths of time, the Archangel Gadreel the Taxiarch fought Orm Yefad on Pellidor, and slew him. His bones became the Island of the Mound, just off the coast, on which the House of the High King was built.


Off the coast of Caer Ond is the House of the High King. It sits on a tidal island, half a mile from the shoreline. When the tide is up, no path connects it to the mainland.

Gadreelion
Although Caer Ond is the wealthier and more beautiful city, Gadreelion is the larger of the two. Easier to access, it is the main port of the island. The knightly Order of Dragon-lords maintains a fortress here, the Wyrmtower.

Gadreelion is ruled by Arston, the Prince of Pellidor, the head of a cadet branch of the Ship-Kings of Laud. His symbol is the angel Gadreel.

Yr

A small island. Notable only for the Immanent Tower which has its home here. (Many people forget the island's true name and use "The Tower" or "The College" as a byname.) Yr Town is the tiny, mundane port that sustains the day-to-day life of the sorceresses. Yr is often in the Inner Isles, but has been known to wander.

Immanent Tower
The sorceresses of the Stone Isles organize themselves into a single political body—part professional guild, part school of magic. It is named for the tower in which they gather: the Immanent Tower. The first Archantress, Dæg, planted her staff in the Courtyard of the Tower, which grew into the sacred Silver Tree, a symbol of sorcery in the Isles.

The Archantress Melice presides over the Tower and, de facto, the island of Yr. She is aided in this task by the eight Enchantresses of the Tower, each of whom regulates some magical practice.

Ffaln

The Isle of the Dead, and only the dead dwell here. Half-moon shaped, it partially rings a caldera; the center burbles hot water. The spirits of those who die in the Stone Isles are drawn here towards the Well of Souls. Ghosts who enter this well re-enter the cycle of reincarnation. There are dark things that disturb this natural order.

Dragons often wing over Ffaln, keening.

Eastern Reaches

Isle of Laud

Bright Laud! Fairest isle of the archipelago! Warm are its waters. Tall are its trees. White are its stone buildings. Its chief city is Caer Huan, the Spire of the Sun, which stands as a resolute fortress in defense of the realm.

Caer Haun is ruled by the House of Huan. They are styled the Ship-Kings, for they are master shipwrights. The shipyard of Caer Huan is the largest in the Isles. The current Ship-King is Ammenon III. The Ship-Kings have a rising sun as their house sigil.

The Ship-Kings formerly served as the High King's chief councilor and vizier, and spoke with the king's voice when he was absent. With his disappearance, this power has become hereditary, and the House of Huan stewards the Stone Isles in hope of the king's return. They wield this power tenuously, less they break the king's peace by seeming to usurp his authority.


 

Knockwind

A collection of seven islands, although only the largest holds a city—Caer Key. Off the shore of Knockwind is a giant sea wall, raised by the masons of Pellidor in the days of the mastery of their craft. Entry to the city's bay is controlled by a giant chain which is raised and lowered to allow ships access. The knightly Order of the Wayfinders has a keep in Caer Key called the Hall of Maps, which contains detailed charts for the five seas of the Stone Isles.

The House of Key rules this island. The head of the house is styled the King of Winds: Unglion Key is the current owner of this title. His sigil is a blowing wind.

Orthos

Orthos sits low in the water—fields unbroken by flung-up mountains. It is named for its ruling house, who also lends its name to the chief port town: House Orthos of Caer Orthos. Caer Orthos is also called the City of Bells. The Marine Bell is slowly rung from the Sea-Ward Tower to orient passing ships. It is joined by the clamour of many other bells throughout the city that toll the hours. Caer Orthos is home to the College of Heraldry, where the Master of Arms keeps a record of the deeds and devices of all knighthood throughout the realm.

The current head of House Orthos is King Hippotes. The coat of arms of Orthos is a mer-knight on a hippocamp.

 

Llys

A small but prosperous island with a busy port city, High Helm. High Helm is home to several guildhalls; the most outside of Caer Ond. It also hosts a colossal lighthouse called the Beacon, which can be seen like a blazing torch on the horizon throughout the Eastern Reach.

Sometimes, fallen stars are washed ashore or hauled up by fishermen's nets near Llys; for this reason, its bay is called the Bay of Fallen Stars. The sorceresses of the Immanent Tower always purchase these treasures.

The ruler of High Helm is Baron Gwent, vassal of House Huan. His sigil is the white raven, which his family uses as messengers.

Erl

The main city of Erl lies astride an inland lagoon. It is a city built of bridges, whose streets are canals, and whose children learn to pole swan-shaped gondolas like other children learn to ride donkeys. The Basilica of Holy Penemue stands in the center of the city; it contains many holy relics. Its glass trade is famous.

Erl employs a form of democracy unique in the Stone Isles. The ruler of Erl is named the Dominance, and is elected for life from a parliament of Guilders, and the title is not hereditary. The symbol of the Dominance is the badge of the swan-ship. The currently reigning Dominance is Narl of the Smith's Guild.

A myth: Erl takes its name from the elven city that once stood exactly where it was, before the lagoon was formed. The Well-Maiden of Erl, who was in charge of calling up fresh water from the well, was distracted in her duties by a comely mortal man. She left her post, with the waters of the well overflowing, to pursue the handsome youth—thus drowning the old city. You can see the ruins of it, still, when the waters are clear, and can hear its bells tolling when Erl is in danger.

Southern Reaches

Tine

They say that there are ten goats for every human on Tine. It might be true. This small island is full of goatherds whose flocks wander at will through the olive groves, stony heights, and cavernous hills. There are no fortress cities on the island, just small villages built in the mountains to avoid corsairs; Seven Cedars is the largest of these. It is nominally ruled by the Ship-Kings of Laud.

 

Infish

The Southern Seas turn a lapis blue near Infish, warmed by underwater volcanic vents. The warm shoals attract a bounty of fish. The fish attract giant sea otters, who swim alongside the fishing boats of the island's many villages. The fishermen and otters enjoy a friendly relationship.

 

Lapis blue also are the roofs of the white stone buildings of Caer Penfo, the port fortress. The city hosts the College of Harpers, so that its streets are never without sweet music. It is ruled by House Penfo. The head of this house is styled the Fisher King; the title is currently held by King Allain. Their sign is the dolphin.

Inland, in the mountains, is the Monastery of Kemes. Built around a volcanic pool, the monastery contains the Black Book of Kemes that contains the prophecies of Amroth the Twilight Walker. Little Kemes, a town at the base of the mountain, supports the industry of pilgrims that travel to the monastery.

Far Infish

Far Infish is the farthest flung isle of the archipelago—the most remote. The folk of the island make their living fishing and whale hunting. The main city of Far Infish is Shelley. It is ruled by the Baronet Penychen, vassal of the Fisher King of Infish. The shells of giant turtles are used by the folk of the island in many crafts.

Once a year, the people of Far Infish watch reverently and curiously as the Wayward, who live their entire lives on rafts on the open ocean, come ashore to fell trees to repair their vessels. To touch the Wayward is taboo.

A myth: The first harp was made by Lindele of Far Infish. He seduced the mermaid Chelone and convinced her to teach him the secret of their construction. It was made of the shell of a turtle and Chelone's silver hair. When he played his harp for other humans to hear, Chelone wept so bitterly the seas turned salty and the ocean rose, splitting Infish from Far Infish.

Rūn

The black pebbled beaches of Rūn team with crabs. The folk of the island are fond of the animals, seeing them as kindred spirits: well-armored, Saturnine in disposition, and possessing a sharp pinch.

In the mountains, copper and tin are mined by the folk of Caer Rūnhold, who are famous for their bronzesmithing. Yorwyck of House Rūn is the current Hammer King of the Anvil Throne, the hereditary ruler of Caer Rūnhold. Their sigil is a figure-eight heraldic knot, white on black.

The Kettle

The island gets its name from its two prominent volcanic mountains, one round and one tall and skinny, which—taken together—look exactly like a kettle. They both sometimes smoke and steam. Geysers, also, can be found on the island, which attract brave and curious visitors.

Kettle has no fortress port, but the north of the island has a few villages of drystack stone houses. Rulership of these rough villages is given to the sorcerous Lady of Cats, Hulde, who lives in the Whisker Keep off of the main island.

On the south side of the island, dragons nest.

Western Reaches

A myth: It is commonly understood that Atum the First Man sang the Stone Isles up from the waves, and that the angels joined his song for joy of the brightness of his brief life, each calling a different island up from the ocean.

Evensong

Alas for Evensong! Once holy, once wise, it is now the desolate abode of dragons.

The mythic goddess-queen of the Night Sisters, Anu, made her house on Evensong. The stone ships used by the sorceresses were planted like black towers across the hills of the island. The greatest of these was the Spire of the Moon, which still glows with were-light throughout the night.

After the Marriage of Dawn and Night, so few sorceresses dwelt on Evensong that the invasion of the dragons was unexpected and almost uncontested. The heat of the dragon-fire melted the sands, turning them to black glass. The sea boiled, and the resulting smokes cooled the following summers in the Stone Isles.

Today, the only living creatures that dwell here are the dragons. The greatest of the orms call Evensong their home.


Lockwind

Lockwind is an island with high hills covered in pines and old oak forests. The black stones of the land have an oily texture to them. It is a difficult land to inhabit, and is sparsely peopled by grim men and resolute. There are no villages or hamlets, only a single fortified port city, Caer Locke, built on the Cape of Seals. It is ruled by House Locke, of whom Queen Ben-Lillian is the head. She resides within the city walls in an iron tower named the Watchtower. Her symbol is a lock in a cross of chains.

Away from the cape, in the forests and in the sea caverns of Lockwind, orcs foul the land. They emerge at night to fill their stewpots with anyone found outside the city walls.

House of Locke's hereditary seat is the Donjon, an almost abandoned castle outside of Caer Locke. Today, only the most rudimentary staff are kept there, and it is rarely visited by Queen Ben-Lillian. It has fallen into disuse and disrepair. 


Beneath the Donjon is a labyrinth of stone built by the Night Sisters in the ancient past. The old Kings of Locke used the labyrinth as a prison, but the High King granted clemency to all those who were within and released them—though he granted the title of "High Jailer" to the House of Locke. Today, no living humans are incarcerated within, even though the Donjon still theoretically could serve in this capacity again.

A story. When the High King opened the labyrinthine prison of the Donjon, there was a prisoner there troubled by many devils. The saint Kasdaye rebuked the spirits and exorcised the man so he could go free in truth. The devils begged to not be sent directly to hell; knowing that mercy was always honored by the Increate, Kasdaye relented and sent them into a herd of swine nearby. The devils possessed the swine and ran away, squealing, into the wilds. This is the origin of orcs.

Sapro

The third largest of the Stone Isles, Sapro rises from the ocean like a humpbacked turtle: an almost entirely symmetrical, forest-covered dome. It is the breadbasket of the archipelago, with many fields and arbors crossing its semispherical face.

Because the island is ringed with sheer cliffs, there is no port fortress. Ships dock at stone piers, then travelers take donkeys up the steep mountain stairs until they come to the verdant mainland. Its main trading hub is Tol Town, where its agricultural exports are sold: loaves of bread, oil-soaked cheese, wine, grappa, grapes, figs, thin yogurt, honey. Tol Town has squat buildings made of wood with thatched roofs, in contrast to the stone buildings popular throughout much of the archipelago. Tol Town is a vassal of the Horned King of Vespish. Other important villages on the island include Gendel (famous for its silks) and Gorne (famous for its sweets). 

A myth. Some years ago, when a dragon was sighted off the coast of Sapro, Saint Kasdaye scattered some of his bread rusks into the ocean and prayed to seven angels. Their prayers were answered, and the rusks seemed to grow in size. The dragon, hungry for the bread, dived into the ocean after them and drowned. The rusks became islands that lie around Sapro. That's why people call them the Rusk Islands.

Vespish

A bleak land, Vespish enjoys fewer than 100 days of sunshine a year. Storms tumble down its mountains and linger in its lowlands. Its main settlement is Caer Gwyn in the Bay of Thunder. 

 

Mathow the Huntsman of House Gwyn is the lord of Vespish. House Gwyn styles its lords as the Horned Kings: their antlered crown represents their command over beasts. His sigil is the stag crowned with lightning. He rules from his ancestral seat at the Hall of Bones, built around the ribcage of a great leviathan. The houndmasters of House Gwyn have bred many unique races of dogs, which are prized throughout the archipelago.

Throughout the island, you can find stone statues with mask-like faces, curved and flat. The Vespish call them púca-men, and they tell many folktales about them. They believe they were made by an ancient people who worshipped the Deep Ones.

Under the Barrow Hills, the Fair Folk can be found. The Vespish rarely seek them out.

Northern Reaches

Isles of the Hand

The northernmost string of islands are called the Isles of the Hand. Its main settlement, the City of the Hand (or merely "Hand"), rests in the valley of a mountain range that resembles a cupped palm. The city exports much of the island chain's rich minerals and stone: gems, beads, marble, silver, and iron.

House Ull rules over the island chain, as well as Cruxling. Their current regent is Gullonwy, styled the Sinistral Queen. Her house's sigil is twin, double-bladed axes, gules on or.

A myth. The hand that holds the city is the hand of a bronze giant buried underground. He is called "the Titan" or "Talon." Once, the Titan patrolled the island three times a day, protecting it from invaders. When a great wave threatened the island, he lifted the city above the waters. Then, as they receded, he realized he couldn't move, since he was now holding the city's foundations. One day, he may choose to set the city down and pursue some other goal.

In this island chain there are two islands of legend. One is called the Hill of Eye. One is called the Vale of the Ear. From the former, the High King was said to be able to peer down anywhere in his domain, to spy out injustice. From the latter, he could hear what his subjects said, to better alleviate their complaints.

Cruxling

A narrow strip of an island—sandy, marshy, and poor. Cruxling is sparsely populated, with a few stone house villages in the highest elevations. If it has a claim to fame, it's the herds of majestic wild horses that roam the island; it's said they came ashore from a shipwreck. The horses are caught and tamed by the Cruxlings. Although the archipelago does not have an extensive equestrian tradition, the horses are greatly prized by knights.

Totemmark

A myth. When the first Grey King came to Totemmark, during the second wave of invasions, he commanded his men to throw his totem poles overboard and declared he would build his caern wherever they washed ashore. The currents brought them into the Vale of Mists, where Caer Harrow stands today.

Totemmark is a stark land. Its soil is black, and much of it is covered with the whiteness of glaciers. The growing season is short and its winters are long.

Its people share the land's severe quality. Furthermore, they have had many dealings with the folk of the White Lands in the uttermost north. Some have intermarried with them and keep some of their customs.

The main city of Totemmark is Caer Harrow, which sits in a misty cove near hot springs. Its thermal baths are famous for their healing properties.

The lords of the island are House Harrow, who style their head of house as the Grey King. The current kind is named Izador. Their sigil is a hand grasping an anchor.

When the High King departed, House Harrow broke troth, reclaiming a sovereignty separate from Pellidor. The Grey King's rebellion was quelled by the Sea Kings, House Ull, and many knights of other lands. House Harrow was brought back into the King's Peace, but the name "Oathbreaker" has gained an ironic adoption by many folk on Totemmark.

 

Onwy

Onwy is a small island: mostly an upthrust of snow-covered mountain. Its surrounding waters are haunted by sea dragons. For this reason, it is mostly uninhabited—save by corsairs, who use the coastal caves as hiding places. They have a ramshackle town called The Shackles.

Rood

The forests of Rood are the most famous in the Stone Isles. They are proud, expansive, ancient.


Caer Rood is its capital city, although there are two other ports: Broken Beacon in the west and Encam in the southeast. The timber trade flows through these cities to support the fleets of the archipelago.

The ruling house also bears the island's name. Its current lord is Talath Rood, also called the King of the Green. His symbol is a woodwose (a type of hairy man the Roodfolk claim to see in the deeps of the forest).

A myth. The mountain range of Rood is called the Tall Man by the locals. They say he was once a giant who was bitten in the heel by a dragon and slain. His body became the mountain, and the rocks he was carrying tumbled into the ocean to become Rood's outlying islands.

Tuesday, October 13, 2026

Microblog: B/X stocking with tarot cards

The distribution of the frequency of Monsters/Empties is different, but I like having cards to layout dungeon geomorphs. 

Suit Room Contents Treasure?
Swords Monster 8+
Pentacles Trap 10+
Cups Empty/Lore Queen+
Wands Special (usually no treasure)

I dunno! Maybe someone smarter than me can do something worthwhile with this nugget.

Saturday, October 10, 2026

Sorcerous Spells In the House of the High King

What this is

Here is another peak into the campaign setting I'm calling In the House of the High King. It's the same setting as my recent knight class.

How it works

In brief, sorceresses memorize "Signs." You can memorize a number of signs equal to how many first-level spells you can cast. So a fifth level sorceresses can memorize 2 signs per day.

When you have a sign memorized, you expend spell slots (as normal) to cast any spell from your sign. For example, a fifth level sorceresses might have the Sign of Blur and the Sign of Wood memorized. Since she can cast two 1st level spells a day, she could cast both the spells of blur and wood once, or either spell twice. The Sign of Wood has no second level spell, but she could use her 2nd level spell slots on casting fading blur twice. And so on. 


Design goals

OSE compatibility

This project strives for OSE compatibility. OSE brings a level of clarity to the delightfully idiosyncratic aesthetics of OD&D. For example, take the charm person spell from White Box D&D:

Charm Person: This spell applies to all two-legged, generally mammalian figures near to or less than man-size, excluding all monsters in the “Undead” class but including Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hobgoblins and Gnolls. If the spell is successful it will cause the charmed entity to come completely under the influence of the Magic-User until such time as the “charm” is dispelled (Dispel Magic). Range: 12”. 

Now, look at the version from Old-School Essentials:

Charm Person

Duration: One or more days (see below)

Range: 120’

A single human, demihuman, or human-like monster (see Persons, p151) must save versus spells or be charmed, as follows:

▶ Friendship: The subject regards the caster as its trusted friend and ally and will come to the caster’s defence.

▶ Commands: If they share a language, the caster may give the charmed creature commands, which it will obey.

▶ Subject’s nature: Commands that contradict the charmed creature’s habits or alignment may be ignored.

▶ Suicidal commands: An affected creature never obeys suicidal or obviously harmful orders.

Restrictions: Undead and human-like monsters of greater than 4+1 HD (see Hit point modifiers, p150) are not affected. 

Duration: The charm lasts indefinitely, but the subject is allowed to make further saves versus spells at intervals, depending on its INT score. If one of these saves succeeds, the spell ends.

▶ INT 3–8: New save once every month.

▶ INT 9–12: New save each week.

▶ INT 13–18: New save once every day.

You can see that it's the same spell, but reformatted to be easily parsed. 

Fairytale fantasy / French vanilla vibe 

Taking the OSE spell list as my starting point, I wanted to recast some spells with a "fairytale fantastic" vibe. 

For example, the Charm spell is rendered here as "Love." Although the text is mostly unchanged (aside for some rules about jealousy), the feeling at the table is totally different, I think. I hope these flourishes reinvigorate players' interest in the classic spells.

Quality of life improvements

The impetus behind this alternate spell-casting system is to allow sorceresses to learn "bundles" of a spell at a time. You might think of each sign as a single spell that can be "upcast" by expending higher-level slots on it.

Additionally, while OSE is a faithful rendering of the B/X spell list in all its idiosyncrasies, is that spell list the right one for this campaign setting? What do adventurers do in this campaign that's different from the assumptions of B/X?

I want to make sure all spells felt equally worthwhile and think some spells need tempering adjustments. 

You will see many little twists throughout this spell list. The "levitation" (uplift!) spell has functional equivalence to feather fall, "curse" lets you both give and remove curses, your wizard eye is now a hellhound familiar who can share senses...lots of little improvements for spells to make each one feel fantastic and functional.

Sorcerous Spells

Magic is the art of granting wishes. Each wish is a spell: to Lift, to Love, to Ward, to Doom. 

Each spell is granted by a wishing star. Spells are invoked by speaking the True Speech, calling down the power of the stars in their own tongue. The wishing stars are grouped into the constellations of the zodiac. There are thirteen zodiac constellations: the twelve visible ones and the Dragon, which is dark.

Each sign is a collection of discrete spells. Each sign has a spell that can be cast using one star. This is called the keystone spell by sorceresses. Each sign has additional spells that can be cast by calling on additional stars using the True Speech, adding nouns, verbs, and clauses to the keystone spell.

Each sign has four or five spells associated with it. When you wish upon a sign, you gain access to all spells associated with it until the next time the sun sets.

BIND

The Sign of the Cup

The first sign in the wheel of the year; the beginning of spring, the return of the sun. Its spells entrance the mind, even as the wine cup does.

Bind ★

[rune placeholder]
Duration: Concentration
Range: 60'

You cast an enchantment of mental binding against enemies within a 20' cube within range, causing them to be dazed, sleepy, and forgetful. Affected creatures take no actions and remember nothing of the time they were enchanted.
Targets: Humanoid creatures of HD 4 or lower within the range of the spell must save with counter-spell or become enchanted for as long as you maintain concentration.
Subduing: Enchanted creatures can be subdued as an action, irrespective of its hit points.
Awakening: Enchanted creatures can be forcefully awakened (e.g., by slapping).
Restrictions: Non-humanoid creatures, creatures of greater than 4+1 HD, and undead are not affected.

Binding Threads ★★

[rune placeholder]
Duration: 48 turns
Range: 10'

You weave a loom of colored threads that physically binds everyone who enters a 10' cube.
Entanglement: Creatures caught within a web become entangled among the rainbow-colored fibres. Entangled creatures can’t move, but can break free depending on their strength (see below).

  • Normal human range: The creature can break free in 2d4 turns.
  • Magically augmented STR above 18: The creature can break free in 4 rounds.
  • Giant strength: The creature can break free in two rounds.

Flammable: The strands of the web are flammable and can be destroyed by fire in two rounds. All creatures caught within flaming webs suffer 1d6 points of damage from the flames.

Greater Bind ★★★

[rune placeholder]
Duration: 6 Turns
Range: 60'

You cast an enchantment of mental binding against enemies within a 20' cube within range, causing them to be dazed, sleepy, and forgetful. Affected creatures take no actions and remember nothing of the time they were enchanted.
Targets: Creatures whose HD total up to twice your level may be affected. Creatures with the lowest HD are affected first. Affected creatures may save with grit to resist becoming enchanted.

  • For example, a level 7 sorceress may affect up to 14 HD of creatures with this spell. If she encounters six goblins (HD 1-1), two ogres (HD 4+1), and large roc (HD 12), the spell would affect all the goblins (for a total of HD 6-1) and both ogres (goblins + ogre's HD \= HD 14), but not the roc.

Subduing: Enchanted creatures can be subdued as an action, irrespective of its hit points.
Unwaking: Enchanted creatures cannot be awoken prematurely unless you desire to end your spell early or if it is dispelled.
Restrictions: Mindless creatures are not affected.

Binding of Eternal Sleep ★★★★★★

[rune placeholder]
Duration: Permanent
Range: 240'

You lay a curse on up to 4d8 HD of creatures within a 60' cube. Creatures with the lowest HD are affected first. Affected creatures must save with faith or be cursed into an eternal sleep.
Sleeping creatures: Those who are cursed will sleep forever. While sleeping, they need neither food nor drink. While sleeping, they do not age.
Subduing: Enchanted creatures can be subdued as an action, irrespective of its hit points.
Unwaking: Enchanted creatures cannot be awoken without breaking the curse (i.e., with curse of doom) unless you desire to end your spell early.
Restrictions: Undead and creatures with greater than 7 HD are unaffected.

BLUR

The Sign of the Maiden

The second sign in the wheel of the year is named the Maiden. It's said she was sent to teach humankind how to live justly but, seeing a reflection of their future wickedness in a holy well, fled to the sky to avoid responsibility for them—thus dooming them to their fate. Her spells hide and shield the caster from harm.

Blur ★

[rune placeholder]
Duration: 1+[level] turns
Range: Caster

Your form becomes blurred and every step you take leaves behind an afterimage. You gain AC 16. Every time you're attacked, this enhanced AC drops by 1 until your AC is at its normal rating (even if the attack misses).
Doom: While under the effects of the blur, you are immune to the effects of the doom spell; each bolt automatically misses.

Fading Blur ★★

[rune placeholder]
Duration: 1 hour per level
Range: 240'

You, or some other object or creature you designate, is covered in an illusion of invisibility.

If the subject attacks or casts a spell, the spell ends and the subject becomes visible again.
Carried gear: Equipment carried by the subject is also rendered invisible. Carried light sources like torches continue to shed light, but the flame is unseen.


Greater Fading Blur ★★★

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As fading blur, but the spell also covers all creatures within 10' of the target with the illusion of invisibility.

This illusion moves with the target; creatures that enter the radius become invisible while creatures who leave the area become visible.
Breaking the spell: If a subject affected by the spell attacks or casts a spell, their invisibility ends and they become visible again. If the target on which the spell is centered attacks or casts a spell, the spell is broken and all creatures in the radius become visible.

Unblurred Projection ★★★★★★

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Duration: 6 turns
Range: 240'

You project a mirror image of yourself within range.
Subsequent spells cast: Appear to originate from the image. (Targets must still be visible to you, however.)
Spells and missiles: Your image appears unaffected by spells or missile weapons.
Melee or touch: If your image is touched or hit in melee, it disappears.

DOOM

The Sign of the Dragon

The Dragon is not counted among signs of the wheel of the year. His stars are not stars, but a gap between the stars. The darkness of his body severs the Maiden from the Lamb. His spells cause harm.

Doom ★

[rune placeholder]
Duration: 1 turn
Range: 150'

You conjure a crackling bolt of purple energy. You can hold it for up to 1 turn or throw it as part of the act of casting the spell. The bolt automatically hits your target (no attack or saving throw is required), inflicting 1d6+1 damage.
At higher levels: You conjure one additional bolt per three levels: two at level 4, three at level 7, and four at level 10. Any number of conjured bolts can be fired as a singular action towards a single target.

Curse of Doom ★★★★

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Duration: Permanent / Instant
Range: Caster or a creature touched

With a touch, you may lay a curse or break a curse.
Lay a curse: The subject must save with counter-spell or suffer an effect of your choosing. Potential effects include:

  1. Fey. The subject always receives maximum damage and always deals maximum damage.
  2. Marked by Undeath. The subject is always prioritized in combat by undead monsters.
  3. Bad Luck. Whenever the subject rolls a natural 1, a piece of their gear breaks. In combat, their weapon shatters on a roll of a natural 1.
  4. Tongue Tied. They cannot say a certain specific (but not common) word—such as the caster's name.
  5. Withered. One attribute is halved.
  6. Compelled. The subject is forced to eat or drink only a particular type of food.

Multiple curses: Can afflict a creature, as long as each has a different effect.
Break a curse: A curse affecting a creature or object is immediately coughed up as a worm of animate black tar the size of a cricket. The curse-worm tries to escape; it has 1 hp.

Doomcloud ★★★★★

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Duration: 6 turns
Range: 30'

You briefly open a hellmouth, which spews forth a luminous, poisonous fog. All living creatures besides the caster in contact with the fog suffer 1 damage per round. Any creature who takes damage from the fog with less than 5 HD must save with faith or die.
Fog dynamics: When the spell is cast, the fog fills a 30' diameter area in front of you. The fog moves 20' away from you in still conditions each round. Denser than air, it flows down hills, into holes, and so forth.
Winds: Natural or magical winds disperse the fog.

Blast of Doom ★★★★★★

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Duration: Instant
Range: 60'

You breathe a blast of hellfire, like a stygian dragon, that instantly destroys a single creature or object.
If a creature is targeted: It may save with faith to resist instant disintegration.
Examples of objects: The following might be targeted: a tree, a ship, a 10' section of city wall.

FIRE

The Sign of the Lamb

The third sign of the wheel of the year, which rises in the last month of spring. In mythology, the Lamb sacrificed itself to protect the twin kings Ibis and Abba from a palace fire when they were children, sheltering them in its unscorched wool. As a reward, the angels set the Lamb's fleece in the heavens. Its spells evoke the power of fire.


Fire ★

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Duration: 6 turns + 1 turn per level
Range: Caster

You summon a were-fire, a tongue of flame hovering above the tip of your finger. It sheds light as a candle.
Holding the were-fire: You must have one hand free to hold the mage's fire.
Ignite: With a word of True Speech, you may use the flame to ignite 1-4 flammable objects or light sources within 120'. This consumes the were-fire.
Attacking sparks: With a word of True Speech, you may use your were-fire to attack a creature within 120', causing the flame to erupt into a shower of sparks. The target automatically suffers 1d4+1 damage and must save with quickness or become dazzled, suffering a -2 penalty on attack rolls for 1d4 rounds. This consumes the were-fire.

Continual Fire ★★

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As fire, but the duration of the spell becomes Concentration.

Ball of Fire ★★★

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Duration: Instant
Range: 240'

You fire a shooting star from your finger to a point within range where it explodes into a 20' radius sphere of fire. You deal 1d6 damage per level to all creatures within range; targets may save with quickness to halve the damage taken.
Aiming the ball: You must have one hand free to cast this spell.

Wall of Fire ★★★★

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Duration: Concentration
Range: 60'

You conjure an opaque curtain of raging flame, shaped however you wish.
Size: The wall can be any length, height, and shape that you wish, up to 1,200 square feet total. For example, it may be a straight wall 10′ high and 120′ long or a ring 20′ high and 10′ radius.
Location: The wall cannot be created in an area occupied by objects.
Monsters with fewer than 4 HD: Cannot pass the wall of flames.
Monsters with 4 or more HD: Can pass through the wall, but suffer 1d6 damage. Undead and cold-based creatures (e.g., frost salamanders) suffer double damage.

LIFT

The Sign of the Bat

The Bat is the first zodiac sign of the summer, corresponding to the month when the bats return from hibernation and fill the skies. Its spells give flight, to lesser or greater degrees.

Lift ★

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Duration: 6 turns
Range: 6'

You conjure a shallow cauldron, 3' across, that is magically carried by a bat familiar. With the frantic beating of its wings, the bat carries the cauldron at waist height (never higher) and follows you as you move.
Load: The bat's cauldron can carry a maximum load of 500 lbs. (5,000 coins).
End: Anything placed in the cauldron is dropped when it disappears (along with the bat) at the end of the spell's duration.

Uplift ★★

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Duration: 6 turns + 1 per level
Range: Caster

Bat wings appear on your heels. Using these wings, you may move up and down through the air vertically, up to 20'/round. Using your hands, you may push off against solid objects.
Falling: You descend slowly when falling.

Greater Uplift ★★★

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Duration: 1d6 turns + 1 per level
Range: Caster or creature touched

The clothes of the subject (cloak, robe, dresses, etc.) animate like giant wings, allowing them to fly freely in the air.
Flight: Is possible in any direction, including the ability to levitate and to hover in mid-air, at a movement rate of 120'.

Lifting Swarm ★ ★ ★ ★ ★

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Duration: Concentration (up to 6 rounds)
Range: 120'

You summon a cloud of invisible bat familiars that obey you. With a word of the True Speech, you may command them to lift objects or creatures up to 20 lbs/level. The target is moved up to 20'/round in whatever direction you wish, including vertically.
Resisting: A targeted creature may save using counter-spell to resist being moved.

LOVE

The Sign of the Cat

In mythology, the constellation of the Cat was once a human sorceress who evaded the unwanted advances of an amorous dwarf by undergoing a transformation chase: He would chase her as a hart, but she would hide as a rose. He would sniff her out as a bumblebee, but she would slip away as a trout, and so on. Eventually, she became a cat and hid behind the moon. The spells associated with this sign carry enchantments of love. Many weddings are held during the second month of summer when the Cat is in the sky.

Love ★

[rune placeholder]
Duration: Until broken
Range: 120'

You weave an enchantment that forces a single human, demi-human, or humanoid monster to save with counter-spell or fall madly in love with you.
Love: The subject regards you with an ardent but virtuously-chaste amorous feeling.They will come to your defence in combat, generally acquiesce to your requests, and attempt to please you with sickeningly sweet displays of affection.
Subject's nature: The subject will refuse requests that contradict their habits or self interest. They will propose suitable alternative ideas: annoying poetry, kissing your fingertips, etc.
Jealousy: An enchanted subject cannot bear the sight of a rival lover. Two or more subjects of the love spell will ignore commands until they fight each other.
Restrictions: Humanoids of greater than 4+1 HD and undead are not affected.
Duration: This enchantment lasts indefinitely, but the subject is allowed to make further saves with counter-spell each time the following triggers:

  • Whenever you outright reject their advances
  • Whenever they make a Morale check
  • At the dawn of every day

Whenever this save succeeds, the spell ends. This spell also ends if they ever receive a kiss from their true love.

Beloved Familiar ★★

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Duration: Until the sun next crosses the horizon
Range: Summoned within 10'

You conjure a magical cat familiar who will obey your spoken commands.
Name: Each sorceress summons a single familiar unique to them each time this spell is cast. Give it a name.
Abilities: This familiar has the basic stats of a common house cat with the following exceptions: It is intelligent. It can speak, read, and write. It has a 4-in-6 chance to answer questions about magic. It has a 3-in-6 chance to scry magical effects by smell. It can turn invisible.
Commands: The familiar can perform basic tasks such as fetching small items, scouting ahead, or catching small animals. It struggles to perform tasks that require thumbs.
Ending the spell: The cat familiar disappears in a puff of brimstone at the end of the duration or if slain. If slain, it can be summoned again, whole and restored, by casting this spell again.

Greater Love ★★★

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As love, with the amended text:
You weave an enchantment that forces any intelligent creature to save with counter-spell or fall madly in love with you.
Restrictions: Undead are not affected.

Blinded by Love ★★★★

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Duration: 12 rounds
Range: 120'

You cast an enchantment that confuses 3d6 creatures within a 30' radius area.
Subjects of 2+1 HD or greater: May save with counter-spell each round to resist the spell’s effect, acting with free will that round if they make the save.
Subjects of 2 HD or lower: May not make a saving throw.
Confused behavior: A confused creature cannot tell similar things apart from each other. Each person looks the same to them, each book is identical, a bec-de-corbin is indistinguishable from a ranseur. If the creature attacks, it has an equal chance of attacking any combatant. If the creature casts a spell, it casts a random spell at a random target. If the creature flees, it runs in a random direction.

RUNE

The Sign of the Wand

The Sign of the Wand rises in the middle of the year, marking a balance between light and dark throughout the Isles. The spells under its auspices deal with the True Speech itself.


Rune ★

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Duration: Instant
Range: 10'

You put a spark of magic into one of the ancient True Speech runes forged by the sorceresses of old, activating an item of enchantment.
Dwimmercrystals: You immediately cast the spell held inside a dwimmercrystal. The dwimmercrystal then shatters.
Artifacts: You activate the power of an ancient magical artifact, powering it on to perform its function.
Wands and magic items: If a wand or other magic item is out of charges, you may activate it once using this spell.

Dispel Runes ★★★

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Duration: Instant
Range: 120'

You unravel the echoes of True Speech maintaining ongoing spells. All spell effects within a 20' cube end in a burst of rainbow light.
Magic items: Are unaffected.

Rewrite Name Runes ★★★★

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Duration: Until broken or dismissed by caster
Range: 60'

You give a new name to yourself or another creature, transmuting the subject into another type of creature of your choosing. Unwilling creatures may save with counter-spell to avoid the transmutation.
Limitations: The new form cannot have higher HD than the caster’s level. The spell cannot be used to duplicate a specific individual.
Spellcasting: While transmuted, the subject cannot cast spells.
Stats and abilities: The transmutation does not alter the subject's hit points, saving throws, attack score, or intelligence. The physical capabilities of the new form (e.g., strength, physical attack forms, modes of movement) are acquired, but not non-physical special abilities (e.g., spell casting).
Duration: This enchantment lasts indefinitely, but the subject is allowed to make further saves with counter-spell at the dawn of every day. Whenever this save succeeds, the spell ends. If the subject dies, they revert to their true form. A kiss will also end this spell. You may choose to dismiss the spell at will.
Staying in the form: If the transmutation lasts for seven consecutive days, the subject truly becomes the new form: all special abilities are acquired, along with behavioural patterns, tendencies, and intelligence. The subject forgets their previous life.

Sever Runes ★★★★

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Duration: Permanent
Range: 240'

You cut off the subject's access to the stars. The subject must save with counterspell (at a -4 penalty) or be cursed to be unable to cast spells.

SCRY

The Sign of the Dogs

The Sign of the Dogs appears in the sky on the first day of the autumn equinox. It is said that the Dogs pursue the Cat across the night sky. Its spells concern perceiving magical auras.

Scry ★

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Duration: Concentration
Range: Caster

You perceive the auras of spells, magic items, and arcane magic-users.
Magic items or areas: Magic items or zones sparkle in your sight. By spending a turn studying a permanent magic aura, you may attempt to identify all enchanted effects, curses, and activation words, with a 2-in-6 chance of success.
Sense spell effects: You sense the presence of ongoing spells within 60'.
Identify ensorcelled creatures: Enchanted creatures glow red. Transmuted creatures glow pale green. Cursed creatures glow purple. Illusion-cloaked or invisible creatures glow light blue.
Casters: You recognize if someone is or isn't an arcane caster. If you see them cast a spell, you learn to identify their unique aura imprints and can later identify ongoing spells as having been cast by them while under the effects of scry.

Scry Object ★★

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Duration: Instant
Range: 1 mile

A hellhound appears briefly and points in the direction of the nearest object you name in the True Speech. One of two types of objects may be located: a general class of object or a specific object.
General class: An object of a general class (e.g., a stairway, an altar, etc.). In this case, the nearest object of that type is located.
Specific object: A specific object known to you.
Restrictions: This spell cannot be used to locate creatures.

Scry Creature ★★★

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Duration: 12 turns
Range: 60'

You ponder the orb of your fallen star, which displays the experiences of a creature within range. You may either attune to: a nearby creature or a specific creature.
Nearby creature: Focus for 1 turn to attune to the closet NPC (in the next room, down the corridor, etc.). You may choose to maintain this image or change to another subject (if any are within range).
Specific creature: Focus for 1 turn to seek out a specific creature known to you. If they are not within range, your fallen star will remain dark.
Fallen star: The fallen star of the Sign of the Dogs is a prerequisite component for this spell.
Pondering: When attuned to a creature, an image of what the creature sees through its eyes is displayed in your fallen star. Manuscript-like illuminations appear in the orb displaying the creature's current inner monologue, as well as illustrated scrolls detailing what the creature hears or says.

Scrying Eye Dog ★★★★

[rune placeholder]
Duration: 6 turns
Range: 240'

You conjure a hellhound familiar that obeys your commands and lends you its senses.
Name: Each sorceress summons a single familiar unique to them each time this spell is cast. Give it a name.
Abilities: The hellhound familiar is intelligent. It has the following stats:
AC 4 [15], HD 4 (18 hp), Att 1 × bite (1d6) or 1 × breath (4d6), THAC0 16 [+3], MV 120’ (40’), SV D12 W13 P14 B15 S16, ML 9
- Detect invisible: 75% chance per round. 60’ range.
- Extraplanar: Can become invisible at will.
- Fire breath: 2-in-6 chance per round of breathing fire. One target. Save with quickness for half damage.
- Fire immunity: Unharmed by non-magical fire.
- Infravision: 60' range.
- Slippery: Can squeeze through spaces as narrow as its nose.
Share senses: By concentrating, you can see through the eyes of the hellhound.
Commands: The familiar can scout ahead invisibly. It can be set to guard or warn of ambushing enemies. It can participate in combat.
Ending the spell: The hellhound disappears in a puff of brimstone at the end of the duration or if slain. If slain, it can be summoned again, whole and restored, by casting this spell again.

Scry the Pattern ★★★★★

[rune placeholder]
Duration: 1 conversation
Range: Caster

You open your mind to the dazzling pattern of the stars. You may ask up to three yes or no questions about the past, the present, or potential eventualities.
Past: About events that transpired or specific actions NPCs have taken.
Present: About the current position or goals of NPCs, items, armies, or nations.
Future: About cause and effect from hypothetical actions taken.
Understanding the answers: For each question asked, roll a d20. If the result is equal to or below [your level + 8], you receive a clear "Yes" or "No" answer. If the result is higher, you do not understand the pattern and lose: (1-2) 1d6 Intelligence, (3-4) 1d6 Wisdom, (5-6) 1d6 Charisma. Lost ability points recover at a rate of 1/day. Reducing an ability score to 0 signifies a permanent coma; you are lost in your own mind.

VEIL

The Sign of the Coin

The Sign of the Coin reigns over the harvest season. In astrology, the Sign of the Coin is all about extremes: highs and lows, epic victories and abysmal failures, huge windfalls and devastating losses. Farmers pray each year that the Coin will give them plenty, not poverty. Its spells concern the duality of things that are hidden and revelations.

Veil ★

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Duration: Concentration
Range: Touch

An object you touch is covered with an illusion of an object of the same type and roughly the same size. For example, a letter from your uncle could be rewritten to be a letter of commendation from the Dragon-Lord of Pellidor, a bec-de-corbin could appear as a billhook, a bronze ingot could be disguised as a gold ingot, etc.
Limitations: This spell does not work on living creatures. The illusion is purely visual: it does not extend to weight, smell, texture, etc.

Painted Veil ★★

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Duration: Concentration
Range: 240'

You weave an illusion—an animated tapestry of light—which manifests in a 20' cube area. It is indistinguishable from real life by sight, but makes no sound, carries no weight, bears no smell, etc. Three types of illusions may be created: an illusory monster, an illusory hazard, or an illusory scene.
Illusory monster: Seems to attack but never hit. The monster has an Armour Class of 10 and will vanish if hit in combat.
Illusory hazard: For example, an avalanche, a falling ceiling, a magic missile, etc. Targets must save with wit or be stunned for 1d4 turns as they puzzle out how they're still alive.
Illusory scene: Either changing the appearance of the affected area or creating the appearance of something new. The scene disappears if touched.

Unveil ★★★

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Duration: Until the sun next crosses the horizon
Range: Caster or creature touched

You (or another that you touch) can see in the dark up to 60'.

Greater Painted Veil ★★★★

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Duration: Permanent until dispelled
Range: 240'

As painted veil, except you do not need to concentrate on the illusion.

In addition, illusory scenes you create may fill the range completely, disguising the existing terrain with a scene of your choosing: a hill, a wood, a marsh. As with painted veil, touching the scene dispels it.

Folding the Veil ★★★★★

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Duration: Concentration
Range: Same land mass

You send a projection of yourself to a person whose name you know. You perceive each other as shimmering images and hear what the other says in real time. Touching a projection ends the spell.
Restrictions:This spell can only contact a person on the same island. Spells cannot cross the ocean.

WARD

The Sign of the Lion

The Sign of the Lion is said to be the mythological hero Tur-ap-Tur, who took on the lion's shape to wrestle the dragon Orm Reekla into the sky. The spells of this sign protect against the powers of Undeath and the Isle of Ffaln.

Ward ★

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Duration: 3 turns
Range: 60'

You manifest motes of light to give warning of approaching undead. The motes flit towards undead within the spell's range, covering them in a glittering glow that all can see.
Light: Undead within range shed light equivalent to a candle.
Invisible and incorporeal: Invisible or incorporeal undead (e.g., wraiths, specters) are revealed by this spell.
Hidden: Motes of light tap frantically against doors, sarcophagus lids, etc., behind which undead lurk.

Greater Ward ★★

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Duration: 6 turns
Range: Caster

You are covered in a translucent armor that protects you against the undead. Against undead monsters, you gain +1 to your saving throws rolls and +1 AC.
Defeat undead immunities: Weapons you hold are treated as though they are silver and magical.
Immune to experience drain: You are immune to experience drain effects from undead.

Mass Greater Ward ★★★

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Duration: 12 turns
Range: 10' around the caster

As greater ward, except the duration is 12 turns and all living creatures within 10' benefit from the effects of the spell.

Ward Against Shaping ★★★★

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Duration: 6 turns / permanent (curing transmutation)
Range: 120'

You evoke the subject's name in the True Speech, protecting their true shape. This spell has two applications: you either make the subject immune to transmutation effects or cure transmutation effects affecting the subject.
Immune to transmutation effects: Immune to effects like shapechanging curses, the rewrite name runes spell, petrification, and similar effects for 6 turns.
Cure transmutation effects: Effects like the rewrite name runes spell and petrification instantly ended.

Ward Against Sorcery ★★★★★★

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Duration: 12 turns
Range: Caster

Runes written by motes of light flash around you as the stars themselves promise not to harm you for a time. You are immune to any magic (beneficial or harmful) for the duration.
Duration: You may choose to dismiss the spell at will.

WAVE

The Sign of the Whale

The first sign of winter is that of the Whale. In mythology, the whale Cetus sheltered the saint Alrisa and his family when the world flooded and regurgitated him onto dry land when the waters receded, earning him an honored position in the heavens. Spells of this sign deal with command over the water.

Wave ★

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Duration: 12 turns
Range: 120'

You speak the name of the wave and call forth its lightest part: the fog. A fog fills a 30' radius area with a thick mist. All creatures within the area are effectively blind.
Winds: Natural or magical winds disperse the fog.

Wave Walk ★★

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Duration: 6 turns + 1 per level
Range: Caster or creature touched

You bid the waters to uphold you or another creature you touch. The surface of the water is solid for the subject, who can walk atop calm water as if it were solid ground.
Rough waters: Waves and choppy waters may lower movement rates or prompt ability checks to avoid falling, at the referee's discretion.
At higher levels: You may cast this spell on one additional subject per three levels: two at level 4, three at level 7, and four at level 10.

Breathe Waves ★★★

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Duration: Until the sun next crosses the horizon
Range: 30'

You bestow the ability to breathe both air and water to a single subject.
Swimming: No additional proficiency at swimming is granted.

Airy Waves ★★★★★

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Duration: 1 turn per level
Range: Caster or creature touched

You conjure a bubble of misty air around the subject that allows them to traverse underwater as easily as the bird flies through the air.
Swimming: Is possible in any direction at a movement rate of 120'.
Activity: As on dry land. Speech and spell-casting is possible. Subject's gear and clothes become damp (as in a fog) but not wet while the spell lasts.
Underwater combat: Is not impeded. Even a bow may be fired underwater.

Part the Waves ★★★★★★

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Duration: Concentration
Range: 1 mile per level x 10

You raise your hands and call a streaking star to draw a blazing path through the sky between one island and another. The ocean that separates these two islands parts under the afterburn of the light.
Path: 10' wide, with towering walls of water on either side. Path directly connects two islands that lie within the range of the spell.
Limitations: This spell only connects islands. Other waters, such as rivers or lakes, do not obey this spell.

WIND

The Sign of the Sword

The winds of winter blow when the Sign of the Sword is in the heavens, and ocean travel is difficult. Spells associated with this sign call up and command these winds.

Wind ★

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Duration: Instant / 1 hour per level
Range: 60'

You speak the true name of one of the eight winds, which issues from your mouth like a gale in a 60' line.
Clear fog: This spell disperses natural or magical fogs.
Sailing wind: After casting, the winds in your region blow the same direction as your spell for a number of hours equal to your level. Determine the intensity of the wind by rolling on the wind condition table and adding +1 to the result. See Wind Conditions, under Waterborne Adventuring in Old-School Essentials.

Speed of Wind ★★

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Duration: 3 turns
Range: 240'

You call up zephyrs to increase the speed of up to 24 creatures: their maximum movement rates are doubled.

Shield of Wind ★★★

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Duration: 12 turns
Range: 30'

You surround one subject with a sphere of swiftly moving winds that turn aside slings and arrows. They have complete immunity to small, non-magical missiles.
Unnatural missiles: No protection is granted against hurled boulders or enchanted arrows.

Windkey ★★★★★★

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Duration: Concentration
Range: 720' around caster

You bid the world's weather to obey, and it does.
Restrictions: You must stand in one place to focus this spell. This spell only functions outdoors.
Warped weather: The day after this spell is cast, weather for 20 miles x caster level in all directions around where it was cast readjusts after being magically changed. The referee should roll 3d6 and take the two highest dice when determining wind conditions near the spell's origin. See Wind Conditions, under Waterborne Adventuring in Old-School Essentials.

The following effects may be evoked:
Calm: Clears bad weather (though side-effects—e.g., mud after rain—remain.)
Extreme heat: Dries up snow or mud. Creatures in the area move at half normal rate.
Mists: Visibility drops to 20’. Creatures in the mist move at half their normal rate. At the referee’s option, they may also have a chance of getting lost.
High winds: Movement rates are halved. Missile fire and flight are impossible. High winds may be used to increase the sailing speed of ships by 50%, if they travel with the wind. In sandy areas, may cause a sandstorm, reducing visibility to 20’.
Rain: –2 penalty to missile attacks. Mud forms in 3 turns, halving movement rates.
Snow: Visibility drops to 20’. Movement rates are halved. Bodies of water may freeze. After the snow thaws, mud remains and still impedes movement.

WOOD

The Sign of the Tree

The last sign of the year is the Sign of the Tree. Different isles see different trees in this constellation: the people of Pellidor hold it is an oak, the goat herders of Tine say it's an olive tree, whereas many islands of the Eastern Reaches say it's a willow. All folk across the Stone Isles, however, decorate evergreen trees during the last month of the year in honor of this sign. Spells under this sign control the warp and woof of wood.

Wood ★

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Duration: Instant (open) / 2d6 turns (lock)
Range: 60'

At your command, an unlocked wooden door swings open or is held closed.
Opening: Works on closed, stuck, barred (but not locked) wooden doors, gates, chests, and so forth.
Locking: Closes and holds fast wooden doors, gates, etc. Creatures with at least 3HD more than the caster can open a held portal with one round of effort.
Spell versus spell: If one sorceress opens a magically locked door, the higher-level sorceress's spell succeeds. If exactly equal, the door buckles and shatters.
At higher levels: Your level improves this spell when cast.

  • Locks at level 3: This spell opens wooden portals that are locked.
  • Stone at level 5: This spell can close or open locked stone portals.
  • Metal at level 7: This spell can close or open locked metal portals.

Woodland Seeming ★★★

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Duration: Permanent
Range: 240'

You weave an illusion around a 240’ diameter area, veiling all creatures within so that they appear as a copse of trees.
Moving through: Once the illusion is in place, even creatures moving among the veiled subjects are deceived.
Subjects who leave the affected area: Cease to be veiled.
Dismissing: You may dismiss the illusion in its entirety at any time.

Ensorcel Woodland ★★★★

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Duration: Permanent
Range: 120'

You command normal vegetation in the area to enter one of four magical states:
Spring: Vegetation in the area returns to sprouts and shoots, allowing easy passage through once-dense woods.
Summer: Plants in the affected area become thick and overgrown, entwining to form a thorny jungle.
Autumn: Plants in the area give forth a magically blessed harvest: trees sprout huge fruits, vines instantly grow giant gourds.
Winter: Vegetation in the area becomes withered, sleepy, and inert.
Area: An area of up to 3,000 square feet—selected by the caster—is affected (e.g., 150’ × 20’, 100’ × 30’, etc.).

Old Wooden Door ★★★★★

Duration: 3 turns
Range: 30’

You conjure "The Old Wooden Door" into a wall (or ceiling, floor, etc.) of your choosing. It is battered and unremarkable, but also an object of antiquity and power. When opened, a passage up to 10' deep is found, going directly through solid rock and stone. If this passage connects to another room, it's as if a hallway binds the two rooms together. Otherwise, the passage dead-ends.

Immanent Wood ★★★★★★

Duration: Variable, see text
Range: 30'

The White Tree in the Courtyard of the Immanent Tower is the axis mundi of the Stone Islands; all trees are connected to its roots. Your spell connects one woodland to another by means of the White Tree. You must cast this spell while walking into a forest of significant size. You then walk out of another forest anywhere within the Stone Islands.
Travelers: You may bring a number of subjects with you on this journey equal to your level.
Destination: How long the journey between woodlands takes is dependent on how well the destination is known to you. Roll the percentage chance indicated. If you roll equal to or lower than the chance indicated, you arrive at your location within 2 turns. If you roll higher, roll on the "Getting lost" table. Traveling directly to the Courtyard of the White Tree never risks getting lost.

Knowledge of destination Arrive within 2 turns
Scant 50%
Moderate 80%
Exact 95%
Courtyard of the White Tree 100%

Getting lost: If you become lost, roll a d10 and consult the following table. Regardless of how much time passes, it feels like only 20 minutes have passed for the subjects of the spell.

Arrive within…
1-4 2d6 turns
5-7 1d6 hours
8-9 1d6 days
10 1d6 months