Spell Book

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This book contains the spells known by the sorcerers of Analland, as discovered and passed down from generation to generation from the earliest days of the Eastern world.


Contents

ZAP

An extremely powerful weapon, this spell creates a blast of lightning which shoots from the caster's hand. It is effective against virtually all living creatures without a magical defence. But it takes great concentration to use.


HOT

As it is cast, this spell creates a burning fireball in the caster's hand which can be thrown in any direction desired. The fireball so created causes severe burns on impact, but extinguishes soon after hitting its target.


FOF

This powerful spell creates a physical barrier in front of the caster which is capable of keeping out all intruders. Its creation takes excessive mental concentration but the resulting force-field is both extremely strong and flexible.


WAL

The casting of this spell creates an invisible wall in front of the caster. This wall is impervious to all missiles, creatures, or other material objects. Hence, it is a very useful defensive spell.


LAW

Casting this spell at an attacking creature allows the caster to take control of the attacker's will for a short time. The attack will cease and the creature will immediately come under the control of the caster. This spell works only on non-intelligent creatures.


dUM

When cast at a creature, this spell will make the target clumsy and uncoordinated. It will drop whatever it is holding and fumble to pick things up.


BIG

When this spell is cast on the caster's own body, it will inflate the body to three times normal size. This increases the power of the caster, but must be used with caution in confined spaces.


WOK

When the spell is cast, it will summon any metal object of the caster's choice, up to three feet across in size. Can be used, for example, to conjure a shield protect oneself in combat.


DOP

This spell may be used to open any locked door. Casting the spell works directly on the lock tumblers or bolts and the door may be opened freely. The spell will not work on doors sealed by magic.


RAZ

By rubbing a hand along any surface and casting this spell, the surface will become razor-sharp and able to cut through nearly any material.


SUS

This spell may be cast when the caster suspects a trap of some kind, whereupon it will indicate telepathically to the caster whether or not to beware of a trap and their best protective action. If already trapped, this spell may be used to minimize the threat.


SIX

This spell is cast onto the caster's own body and creates multiple identical images of the caster, all capable of casting spells and attacking. Most creatures faced with these replicas will be unable to tell which is the real one.


JIG

When this spell is cast, the recipient gets the uncontrollable urge to dance a merry jig. This will normally exhaust the creature, or give the caster time to escape – he may even continue playing and watch the show!


GOB

This creation spell may be cast to create one, two, or an army of Goblins. These Goblins can then be commanded to fight an enemy or perform any duties they are instructed to carry out. They will disappear as soon as their duties have been performed.


YOB

When this spell is cast correctly, a Giant, some twelve feet tall, will be created instantly. The caster has control over the Giant and may command it to fight an opponent or perform some other feat of strength. The Giant will disappear when its duty is done.


gUM

Casting this spell will project a super-sticky glue that bonds in less than a second, sufficient to stick creatures to the floor or walls, although it is necessary for the glue to make contact with the victim.


HOW

This spell is to be used in perilous situations when information about the safest way of escape is desired. The caster will receive a psychic inclination towards one exit, or a means of defence if one is present near by.


DOC

A medicinal spell that will heal any wounded human or creature it is cast upon. The spell may even be used on the caster. It will not bring a being who has actually died back to life.


DOZ

This spell may be cast upon any creature, reducing its movements and reactions to about a sixth of its normal speed. Thus the creature appears to move as in a dream sequence, making it much easier to evade or defeat.


DUD

By casting this spell, the caster can create an illusion of treasure in its many forms. Gold pieces, silver coins, gems and jewels can be created at will and used to distract, pay off or bribe. Illusionary riches will disappear as soon as the caster is out of sight.


mAG

This spell protects its caster from most magic. It must be cast quickly, and works by neutralizing the attacking spell which disperses harmlessly. This spell is thus a very powerful protective weapon.


POp

A potent little spell, but one which calls for great mental concentration, this spell must be cast on a small object, such as a pebble. Once charged with magic, the object can be thrown and will explode on impact. These explosions produce great force as well as a loud bang.


fAL

This spell is useful if the caster is caught in a pit trap or falls from a considerable height. When cast, it makes the caster's body as light as a feather. The caster will float down through the air and land gently on the ground.


dIM

A good defensive spell, this can be cast at any attacking creature temporarily to muddle its mind and temporarily confuse it. However, it must be handled with caution, as a creature so deranged may act irrationally and unpredictably.


FOG

This spell may only be cast in a closed room with no windows. Once cast, the room turns pitch black in the eyes of all but the caster – even though torches and candles may still be burning. Therefore, any creatures within the room will be temporarily blinded.


mUD

As this spell is cast, it will create a pool of quicksand on the floor. Any creature stepping on to this quicksand will slowly be sucked away and drowned in it.


NIF

As this spell is cast, the air surrounding the caster becomes filled with a nauseating stench so vile that it will cause any creature which catches a whiff of it to vomit violently. It will affect any adversary with a sense of smell and the effect will be more pronounced in creatures with large noses.


TEL

With the aid of this spell, the user may read the mind of any intelligent creature encountered, learning about its strengths, weaknesses, the contents of nearby rooms, and other such details.


gAK

Casting this spell will create a terrible fear within another's mind. Brave creatures will be less affected than cowardly ones, thus the effect varies from a cold sweat and loss of nerve to the creature's being reduced to a cowering jelly.


SAP

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