Grimoire: IQ 16 Spells

These are the spells for IQ 16 or higher:

7-HEX FIRE: (C) [Advanced Wizard] Like the Fire spell, but cast on any 7 connected hexes. Costs 4 ST. Duration: 12 turns. Casting time: 1 turn.

7-HEX ILLUSION: (C) [Advanced Wizard] Creates an illusion of anything occupying no more than 7 connected hexes (see IMAGES AND ILLUSIONS). Costs 5 ST. Duration: 12 turns. Casting time: 1 turn.

7-HEX WALL: (C) [Advanced Wizard] Like the Wall spell, but affecting any 7 connected hexes. NOTE: Although you cannot entomb a figure by putting a wall in its own hex, this spell can let you put walls in every hex surrounding a figure, thus trapping it. Cost: 6 ST. Duration: 12 turns. Casting time: 1 turn.

CREATE/DESTROY ELEMENTAL: (S) [Advanced Wizard] As Create Elemental, this spell will create one elemental, which will do the bidding of its creator for one day. It will then seek to escape. If its creator wishes to avoid this, he must either (a) make a 5-die roll against his own IQ, (b) use the Control Elemental spell and try to force it to destroy itself, (c) use the Destroy Elemental version of this spell (below). If he makes the IQ roll, the elemental will serve him for a further day and then try to escape again–and so on. Any time an elemental is ordered to do something which threatens its existence, it gets a 3-die roll against its OWN IQ of 8; if it makes the roll, it escapes. In order to create an elemental, the wizard must be in a place appropriate to that element (see ELEMENTALS) and must expend 5 ST, plus 1 for every ST the elemental is to have. Casting time: 1 minute.

As Destroy Elemental, this spell destroys all elementals within a 5-MH radius of the caster, no matter what their ST. However, if an elemental is “in its element,” that is, in a place appropriate to its creation and being, this spell will not affect it. For instance, a salamander in a volcano, or an undine in a river, would be unharmed. A free elemental will be very hostile to anyone it suspects may plan to use this spell, and will certainly attack a wizard who attempts it and fails. ST cost: 10. Casting time: 1 turn.

MEGAHEX SLEEP: (T) [Advanced Wizard] A Sleep spell which affects every figure with ST less than 20 (except the wizard himself) in a single megahex, OR any single figure with ST of 50 or less. Otherwise, just like Sleep, above. Costs 8 ST. Casting time: 1 turn.

DEATH SPELL: (T) [Advanced Wizard] When this spell is cast, compare the ST of the wizard with that of the victim. The LOWER strength (at that moment) is the amount of ST lost by EACH of the two. In other words, the weaker one immediately dies, and the stronger one loses that much ST. Therefore, if a wizard uses this spell on a stronger opponent, it means his own death instead. Armor, Stone or Iron Flesh, etc., do NOT protect against this spell, although the Spell Shield stops it. Casting time: 1 turn.

LONG-DISTANCE TELEPATHY: (S) [Advanced Wizard] Allows a wizard to send a SHORT (5 words) message to any character he knows, whatever the distance. Allows 2 wizards who know each other and know the spell to converse for 30 seconds (they split the ST cost). Cost: 12 ST. Casting time: 6 turns.

SCRYING: (S) [] This powerful divination spell is used to see people and events–past, present and future. It functions much like a crystal ball. The spell can be used to see people or places.

To cast the Scrying spell, the wizard must concentrate, uninterrupted, for at least 15 minutes. At the end of that time, the GM rolls against the wizard’s IQ: 3 dice to see elsewhere in space; 4 dice to see the past and 5 dice to see the future. If the roll is successful, the GM will describe a scene giving the wizard some information about the subject of the Scrying. The better the roll, the more information. On a failed roll, the wizard receives no information. A critical failure means a false vision–the GM lies to the player.

The wizard receives a -5 on his roll if he has a personal possession of the subject, or a piece of matter from the place being Scryed.

A Scrying spell will not penetrate a pentagram, reveal an astral body, and almost never penetrates a Conceal or Spell Shield spell.

Cost to cast: 15 ST.

STAFF OF POWER: (S) [Advanced Wizard] Cast on any rod of wood or silver, this spell erases the STAFF spell (if it is present) and substitutes a similar but much more powerful spell. (The Staff spell does not have to be present). A Staff of Power works like a staff, but does two dice damage when the wizard hits with it. It is not affected by Drop Weapon or Break Weapon spells. If it is picked up against the owner’s will, it does not explode, but still does three dice damage to the figure that picked it up.

A Staff of Power cannot be bought or traded; it must be made by the wizard who is to use it. It takes four weeks to make, at a cost of 10 ST per day.

SUMMON DRAGON: (C) [Advanced Wizard] Brings a 7-hex dragon (ST 60, DX 14, IQ 20, MA 8 on ground, 20 in air; breath does 3 dice damage, claw does 2 dice damage) to serve wizard. Costs 5 ST, plus TWO each turn the dragon stays. Duration: 1 turn. Casting time: 1 turn.

TRANCE: (S) [Advanced Wizard] The wizard seems to sleep for one hour of game time. During this period, he may ask one yes-no question of the GM. The GM will answer truthfully. (If the wizard missed his DX roll, the trance fails; the GM does not get to lie to him). Cost: 10 ST.

WRITE SCROLL: (S) [Advanced Wizard] Lets wizard create a Scroll (see MAGIC SCROLLS). The wizard must know both the Scroll spell and the spell to be written on the scroll. ST cost: None. Writing a scroll requires a wizard’s whole effort for as many days as the IQ required for the spell; he must make his DX roll once on each of those days or his pen slips and he ruins the scroll. Therefore, ST cost is inapplicable; it just takes days of work. A scroll CANNOT be made for any spell that creates a magic item.