The Dark Eye Spells

Unlike spells in the original The Dark Eye 5ed game rules, our spells do not require attribute checks. Each spell consumes the constant amount of Astral Energy and produces a positive result.


Analyze Arcane Structure (16 AE)

This spell detects whether an object or creature is magical, and if so, it also reveals details about its arcane structure.


Armatrutz Protective Shield (8 AE)

The caster’s skin hardens without losing its flexibility. It provides +4 natural armor protection.


Balsam Salabunde (5+ AE)

The target recovers a number of Life Points equal to the Astral Energy spent on the healing spell.


Bannbaladin (8 AE)

This friendship spell, which was developed by the elves, creates feelings of sympathy and friendship toward the caster.


Blitz Blinding Flash (4 AE)

The spellcaster can temporarily blind the the target to win time.


Cat Eyes (2 AE)

This spell increases the eyes’ light sensitivity, letting the target see much better in darkness.


Darkness (8 AE)

A sphere of darkness forms around the caster. Neither natural nor magical light sources can illuminate this darkness.


Disruptivo Arcanitas (8 AE)

This spell disrupts all magic around the caster.


Elementarfaxius (8 AE)

The elemental substance shoots in a straight line towards the target and deals 2d6+6 damage points. This spell combines the original elemental spells: Aquafaxius (water), Archofaxius (ore), Frigifaxius (ice), Humofaxius (humus), Ignifaxius (fire) and Orcanofaxius (air). In the game the spell might be referred to by its element-variation name.


Exposami Creatur (4 AE)

The caster can sense all living beings within the range of the spell, as long as they are at least as big as a rat.


Flim Flam Sparkle (2 AE)

The spell creates a small, floating sphere of light.


Foramen Foraminor (8 AE)

This spell unlocks all doors, chests and other locked mechanisms.


Fortifex Arcane Wall (16 AE)

The caster creates a wall that is impenetrable to physical objects.


Fulminictus Thunderbolt (8 AE)

The spell inflicts 2d6+6 damage. It ignores any type of armor and hits the target automatically, the target cannot dodge or parry.


Harmless Shape (4 AE)

The caster takes the shape of an inconspicuous person (child, servant, beggar) not to attract attention at the current location.


Horriphobus Deadly Fear (8 AE)

The caster appears to the target to be a frightening figure from its nightmares.


Illusionis Conjurus (4 AE)

The illusions that confuse either sight, hearing, touch, or smell and taste. This spell combines the original illusion spells: Aromatis Illusionis (smell and taste), Auris Illusionis (hearing), Manus Illusionis (touch) and Oculus Illusionis (sight). In the game the spell might be referred to by its sense-variation name.


Imperavi Domination (16 AE)

The caster gains control of the target’s mind and actions.


Invercano Mirror Trick (8 AE)

The caster reflects the attack spell back to his opponent.


Klarum Purum Pure and Clear (8 AE)

This spell neutralizes poisons.


Manifesto Element (4 AE)

The spell manifests a handful of the desired element, such as a small flame, a pebble of ore, or a hunk of ice.


Motoricus Spirit Hand (4 AE)

The caster lifts small objects into the air and moves them telekinetically.


Necropathia Putrid Head (16 AE)

The magician separates his spirit from his body and can travel with it to one of the realms of the dead. This enables him to communicate with the souls residing there.


Objectovoco Mute and Still (4 AE)

The caster gapes into the object’s history. Each object perceives what is happening around it within a range of about 3 steps.


Paralysis Still as Stone (8 AE)

The target is temporarily stunned and cannot move.


Penetrizzel Wood and Stone (4 AE)

The caster can look through walls and other solid objects.


Radau Fighting Stick (4 AE)

Witch’s broom or mage’s staff comes to life and deals d6+3 damage to the enemy. Sometimes it can also frighten and cause confusion.


Respondami Veritar (8 AE)

The caster forces the target to answer all questions truthfully.


Sensibar Empathicus (8 AE)

The caster can fathom the feelings of the enchanted person. However, he can only recognize the feelings themselves, not their reason or origin.


Silentium Silentille (4 AE)

This spell creates a spherical zone in which no sound can be made or heard.


Somnigravis Thousand Sheep (8 AE)

The spell target falls asleep.


Toad Jump (2 AE)

The caster can make one supernaturally enhanced jump.


Transversalis Teleport (8 AE)

The caster can move to another close location by using magic.


Visibili Vanitar (8 AE)

The caster turns invisible by becoming more and more transparent until (s)he completely disappears.


Xenographus Clarvoyant (8 AE)

When the magician reads a text, he gets a feeling for the meaning of what is written, even if he does not know the script or language.


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