Spell Book
From Create Your Own Story
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.
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.
ZOB
A very powerful summoning spell that creates a Rock Demon, an extremely powerful and dangerous creature than can defeat almost any foe without issue. Treat with extreme caution – the summoned Rock Demon may cause untold havoc before it disappears.
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
The effect of this spell is to demoralize an opponent so that their will to win is lost. Any creatures so demoralized will be easier to defeat – though victory is still not certain.
gOD
This is a form of illusion spell which, when cast, will cause any creatures or humans in the vicinity to take an immediate liking to the caster. This does not mean that they will not fight, if such is their duty, but they will be more likely to offer the caster aid and information in spite of being an enemy.
KIN
This creation spell creates an exact replica of a creature. The double is under the control of the caster, who can instruct it to fight the original creature. If the double is defeated, or kills the original, it will disappear.
PEP
This spell will give the caster double or treble his or her own normal strength. Although the effects are temporary, they will normally be enough to aid in battle or enable some feat of super-strength.
ROK
Casting this spell creates a special stone dust that can be thrown at a creature. Within seconds, the victim will start to petrify, quickly solidifying and becoming a grey stone statue.
NIP
The caster must cast this spell on his or her own body. Under the influence of this spell, the caster becomes exceedingly quick and may run, speak, think or fight at three times normal speed.
HUF
The spell is cast and the caster blows in a particular direction, creating a discordant note. As the spell takes effect, a tremendous wind rushes out, capable of blowing over man-sized creatures, or it can be used to blow things off shelves and over ledges.
fIX
Applicable to both animate and inanimate objects, this spell has the effect of holding an opponent or object where it stands, unable to move even if in mid-air. Anything held fast by this spell will remain frozen until the caster leaves the vicinity.
NAp
Effective only against living creatures, this spell causes them to become drowsy and, within several seconds, to fall fast asleep. The spell concentrates the creature's attention on the caster, who must concentrate on the creature and maintain eye contact, in order to hypnotize it.
ZEN
Casting this spell will allow the caster to float in the air at any height desired. A magician hovering thus will remain suspended for as long as desired and may float around at will.
YAZ
Casting this spell renders the caster's body invisible to any reasonably intelligent creature. Less intelligent creatures will only be partially convinced, and any creatures with ears will still be able to hear the caster moving around.
SUN
Once cast upon an object or creature, the target of the spell begins to glow brightly. Its intensity is under the control of the caster, who can make it brilliant – in order to blind attacking creatures – or just light enough to act as a torch.
KID
Once the spell is cast, the caster must concentrate on a particular illusion and this illusion will appear real in the eyes of its intended victim. The spell will not work on non-intelligent creatures. If the caster acts in such a way that is counter to the illusion, its effects will be lost immediately.
RAp
Using this spell will allow the caster to understand the language of, and communicate with, creatures speaking a non-human tongue.
YAP
This spell allows the caster to understand the languages of, and communicate with, most animals.
ZIp
An invaluable aid in close battle, when this spell is cast it enables the caster to disappear, and reappear a short distance away. The transportation can be through some soft materials such as wood and clay, but is blocked by stone, metal and the like. It is a rather unreliable spell, though – occasionally it has disastrous results.
fAR
This spell will enable its caster to see, with certain limitations, into the future. Very little control can be exercised on exactly what will be seen, but the normal tendency is to see near-future events.
RES
When cast upon a dead creature, this spell brings it back to life. The resurrection takes some time to work, and the amount of physical restoration can vary. The resurrected creature will be dull and dozy at first, though it may still answer questions and can be killed again as normal.
ZED
Casting this spell is beyond the means of most minor conjurers because of the great powers of concentration necessary. In fact, in all known history, this spell has been cast only once. Its caster was never seen again and thus its effects are unknown. The sorcerer's notes were subsequently found, but were crazed and unclear and only indications as to its effects could be assumed. Suffice it to say that this is perhaps the most formidable spell in known magic lore – but no living magician knows its true effect.