Grimoire Utopius


 

Spell: Fire

Herb Needed: Fireseeds

Combat Rating: 2

 

The fire spell creates a controllable flame on the fingertips of the caster – experienced users of this spell can use it like a flamethrower to attack enemies, or simply in place of a tinderbox to keep warm.

 


 

 

 

Spell: Water

Herb Needed: Hartleaf

Combat Rating: 4

  

The water spell creates a surge of water, which can emerge, from any part of the caster’s body, the favourite places being the palms of the hand or the eyes (mainly for effect!). This spell can be used to force enemies backwards into undesirable locations, or to stay alive in extreme adversity, for example a desert.

 


 

 

Spell: Light

Herb Needed: Fireseeds

Combat Rating: -

   

This spell creates a bright light source above the caster’s head, which is as effective as any lantern. The magical light source cannot be extinguished unless the caster is slain or uncasts the spell.


 

 

 

Spell: Fly

Herb Needed: Elfbane

Combat Rating: -

   

This spell enables the caster to fly for short periods of time; the altitude the caster is able to reach is directly proportional to the caster’s spell casting experience. There have been several recorded occasions where spell casters have lost their flying abilities in mid-air and plunged down to an untimely death…


 

 

 

Spell: Strength

Herb Needed: None

Combat Rating: 2

   

The strength spell allows a caster to increase their strength to inhuman proportions for just a very small fraction of time – usually just long enough to hit an enemy with a blow that will send them reeling.

 


 

 

Spell: X-Ray

Herb Needed: None

Combat Rating: -

   

This spell allows a caster to see through almost any obstructions. Unlike an actual x-ray, this spell is able to see perfectly well through heavy metals such as lead. This spell takes some time to cast, and is useless in combat.

 


 

 

Spell: Bolt

Herb Needed: Spikegrass

Combat Rating: 4

   

This spell fires a superheated bolt of plasma from the fingertips of the caster. Although its effects and details are somewhat different, it can be classed as the “little brother” of the thunderbolt spell, below.


 

 

 

Spell: Fast Hands

Herb Needed: Orcweed

Combat Rating: 2

  

This spell allows the caster to move his hands and arms at superhuman speeds for short periods of time. It is useful in combat or during gambling (to cheat). It is only possible to notice somebody using a fast hands spell if another spell caster is watching them.

 


 

Spell: Thunderbolt

Herb Needed: Wizard's Ivy

Combat Rating: 8

  

The thunderbolt spell is one of the most devastating offensive spells in any spell caster’s arsenal. Within half a second of being cast, it will shroud the caster’s arms in a haze of electrical energy, which can be projected towards any object, alive or dead. Upon contact the target will usually be either critically injured or reduced to a pile of smouldering ashes…


 

 

 

Spell: Steal

Herb Needed: Wizard's Ivy

Combat Rating: -

   

The steal spell allows a caster to boost their sneak score to double its amount for a short period of time. When this spell is cast, its effects will last for one game paragraph, and then it cannot be cast for another ten paragraphs, as it is a particularly lengthy spell to cast. Due to this, it cannot be used in combat.


 

 

 

Spell: Shield

Herb Needed: Fireseeds

Combat Rating: -

   

This spell forms a protective bubble around the caster and/or any allies. The protective bubble has an armour score of 6 and can last for ten game paragraphs. It may only be cast where there is a significant amount of free time available to cast the spell, and not immediately prior to combat, where an enemy is charging in the caster’s direction! Basically, if the game states that there is free time available to take actions, and then one of them may be to cast this spell.

 


 

Spell: Jump

Herb Needed: Hartleaf

Combat Rating: 4

   

This spell is a less powerful version of the “fly” spell listed above. The caster is projected upwards and forwards in a smooth arc, bypassing ground based traps and enemies for a short time. As the idea of this spell is not to keep the caster in the air for long periods of time, it can be classed as a safer alternative to the fly spell for inexperienced spell casters.

 


 

Spell: Open

Herb Needed: None

Combat Rating: -

   

This spell can be used to open practically any lock or sealed door by causing any locking mechanisms or seals to explode violently, removing doors from their hinges and blowing boxes in two. In the hands of a thief, this spell is extremely useful and can be used to its full potential.


 

 

 

Spell: Spot

Herb Needed: None

Combat Rating: -

   

This spell can be used to spot concealed treasure and exits to a room in a very short amount of time. Its usefulness in combat is extremely limited, however.


 

 

 

Spell: Sneak

Herb Needed: Stickwart

Combat Rating: -

   

This spell triples the caster’s sneak score for ten paragraphs. It’s only side effect is that for three paragraphs after the spell’s effects wear off, the caster’s sneak score becomes half its original value. These side effects are tolerable only if the caster can avoid situations where he or she will need to use the spell again, as these effects are cumulative when multiple instances of this spell are cast!


 

 

 

Spell: E.S.P.

Herb Needed: Sickwart

Combat Rating: -

   

A spell caster using this spell can use it to read minds, and implant false thoughts and ideas into the minds of enemies, making them take actions that would cause them bodily harm or benefit the caster. Its effectiveness is useless in combat, as its effects are akin to hypnotism, and require an unfocused weak mind to work.


 

 

 

Spell: Run

Herb Needed: Elfbane

Combat Rating: 2

   

This spell can be used to double a caster’s speed score for ten paragraphs. However, it has a side-effect similar to that of the sneak spell, in that after the effects wear off, the caster’s speed score becomes half of its original value for three paragraphs, and these effects are cumulative when multiple spells are cast! This spell is useful during combat, this spell can effectively be used as a weapon in itself as a spell caster with this spell is extremely hard to hit.

 


 

 

Spell: Invisible

Herb Needed: None

Combat Rating: 5

   

This spell can be used to render a spell caster and anyone in the immediate area completely invisible. Invisible enemies are extremely hard to hit, so this spell, when cast in combat, is quite effective at causing significant damage.

 


 

Spell: Shrink

Herb Needed: Woodweed

Combat Rating: -

  

This spell shrinks the caster to any size they require, so long as it is smaller than they were originally. A shrunk spell caster must be very wary of what he or she does while this spell is in effect, and at what point they try to uncast the spell!

 


 

 

Spell: Grow

Herb Needed: Woodweed

Combat Rating: 4

  

This spell is a reverse of the “shrink” spell listed above. Any rational size can be achieved, limited only by the spell casters magical experience. Note that uncasting this spell when surrounded by large enemies is generally not a good idea!

 


 

 

Spell: Air

Herb Needed: Monkgrass

Combat Rating: -

  

This spell is similar to the “shield” spell, except that the spell projects a bubble of air rather than a protective bubble, that can be used to survive for extended periods of time under water or in a vacuum.

 


 

Spell: Animal Communication

Herb Needed: Monkgrass

Combat Rating: -

  

This spell can be used to communicate telepathically with animals. The physiology of an animal mind is extremely different from humans and other sentient creatures, so in these situations, an “E.S.P.” spell cannot be used in its place.

 


 

Spell: Weapon Skill

Herb Needed: Hartleaf

Combat Rating: -

  

This spell is similar in effect to the “sneak” spell; only it operates on the caster’s skill score. When this spell is cast, the caster’s skill score quadruples for five paragraphs, however, when the effects wear off, the caster’s skill score becomes half its original value for an equal amount of time, and these effects are cumulative if multiple spells are cast.


 

 

Spell: Healing

Herb Needed: Wizard's Ivy

Combat Rating: -

  

This spell can be used to add ten stamina points to any living creature (not undead or demonic creatures). The only downsides to this spell are that the caster cannot use it on themselves and it may only be cast once every day as the amount of time taken to cast it is immense in comparison to other spells in the Grimoire.

 


 

Spell: Woodsmanship

Herb Needed: Wizard's Ivy

Combat Rating: -

  

This spell temporarily gives the caster all the skills of a woodsman, as well as the skills of their own profession. It’s effects last for exactly one day. This spell can only be cast every other day, however.

 


 

Spell: Night Vision

Herb Needed: None

Combat Rating: 4

  

The night vision spell allows the caster to see effectively in dark areas. It is equivalent to a “light” spell, so if you are carrying this spell and are asked if you have a light spell, you may use this in its place. This spell has its own benefits however, not drawing quite so much attention to the caster!


 

 

 

Spell: Heat Eyes

Herb Needed: None

Combat Rating: 5

  

This spell allows the caster to project red-hot beams from his eye sockets straight towards any target, living or otherwise. These beams are able to cut through solid metal, making it a very effective offensive spell.

 


 

 

Spell: Decipher

Herb Needed: Blidvines

Combat Rating: -

  

The decipher spell allows the caster to read several hundred different languages and dialects with apparent ease, and can be used to negotiate with creatures which speak a language you do not know.

 


 

 

Spell: Detect

Herb Needed: Blidvines

Combat Rating: -

  

The detect spell can be used to effectively locate hidden traps and enemies, rendering them harmless or allowing you to prepare for an otherwise surprise attack.

 


 

 

Spell: Tracking

Herb Needed: Blidvines

Combat Rating: -

  

The tracking spell allows the caster to follow creatures that have long since moved out of an area using small details that would otherwise be unnoticed, such as the tiny heat difference left by a footprint or sets of disturbed branches left by a passing cart.

 


 

 

Spell: E.S.P. Surge

Herb Needed: Hallucinogen

Combat Rating: 9

  

This spell is the most devastating spell available to most spell casters. It may be cast in combat, attacking up to four enemies at once. When cast, the caster may project a large-scale kinetic blast which will throw enemies and objects straight backwards, away from the caster at immense speeds. The deafening shockwave caused by this spell is enough to crush ribcages, break limbs and necks, and knock enemies down to the floor for long periods of time.

 


 

 

Spell: After Image

Herb Needed: Hallucinogen

Combat Rating: 7

  

This spell allows the caster to project several images of himself in his path, bewildering enemies almost to the point of insanity. It is an extremely effective combat spell as each of these “images” can be made solid at the caster’s will, each taking on the offensive properties of the caster himself!

 


 

Spell: Psychism

Herb Needed: None

Combat Rating: 5

  

This spell is a less effective version of the “E.S.P. Surge” spell – much of the effect is lost as the component herb is not used, however it remains an effective mid-range offensive spell, able to knock many enemies to the floor or away from the caster.

 


 

 

Spell: Spirit Walk

Herb Needed: None

Combat Rating: -

  

The spirit walk spell allows the caster to move partially into the energy realm occupied by demons and other similar apparitions for short periods of time. Whilst in this state, a caster may move extremely rapidly with minimal stamina loss.

 


 

Spell: Grow Weapon

Herb Needed: None

Combat Rating: 4

  

This spell allows the caster to increase the size of their weapon to barely-manageable proportions, which in the case of many smaller weapons gives them unparalleled effectiveness. The power of this spell is severely limited by its lack of a component herb however, and there are several much more powerful spells available to a spell caster.