OFFENSIVE COMBAT SPELLS
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Bladesharp
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Cast it on bladed weapons, its +5% to hit and +1dp per point of spell.
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Bludgeon
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Cast it on blunt weapons, its +5% to hit and +1dp per point of spell.
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Disruption
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1pt. R, Instant. Does 1d3dp to missile hit location. Armor does not protect.
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Fanaticism
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1pt, R, T, P. Increases attack% by half again; halves dodge. No parry or defense.
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Firearrow
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2pts. T, T, P. Cast on a missile, does 3D6 dp if the missile hits.
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Fireblade
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4pts. T, T, P. Edged weapons only. Does 3D6 instead of normal weapon damage.
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Ironhand
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V, T, T, P. Each pt. adds 1dp to a hit, +5% chance to hit.
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Multimissile
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V, T, T, P. Creates a second missile, same damage as first. Separate rolls.
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Speedart
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1pt. T, one melee rnd. Adds 15% to chance and 3dp to any missile.
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DEFENSIVE COMBAT SPELLS
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Befuddle
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2pt. Victim must fail an INTx5 roll to recover.
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Demoralize
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2pt. Victims attacks are at half chance. They have one chance to roll INTx1 to recover.
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Countermagic
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Defends against incoming spells, if they are two less than level of spell they disappear. If two more, Countermagic is lost. If equal or within one, both go.
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Dispel Magic
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1-1 exchange for regular spells, Divine magic costs twice as much.
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Dullblade
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Reduces damage of a weapon by 1pt. per spell pt.
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Protection
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V, R, T, P. Adds 1pt of whole body armour per MP spent.
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Shimmer
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V, R, T, P. Each MP subtracts 5% from enemy's attack %.
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Slow
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V, R, T, P. Slows target 1m/SR for each point of spell.
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Spirit Screen
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V, R, T, P. Spirit armor. Each pt. adds 2 to characteristic being attacked.
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HEALING SPELLS
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Heal
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V, T, Instant. Heals 1dp per mp spent. Other species from caster cost double.
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SPELLS THAT INCREASE/DECREASE ATTRIBUTES
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Coordination
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Add +1 to DEX for each pt. of spell.
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Endurance
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Adds 5 fatigue pts. for every spell pt.
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Glamour
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: Each pt. adds 2 to subject's APP.
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Mobility
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Add 1m of move/SR per point. Add 1 Fatigue for each 3 pts of spell.
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Strength
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Each pt. adds 3 STR to target. Caps out at twice current STR.
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Vigor
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Each pt. adds 2 CON to target. Caps out at twice current CON.
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DETECTION SPELLS
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Detect Enemies
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1pt R, T, A. Dowsing for enemies. Nearest one within 100m.
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Detect Magic
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1pt. R, T, A. Dowsing for magic. Not spirits, but things without MP like undead.
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Detect (substance)
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1pt. R, T, A. Same as above. Will penetrate 1m of stone or dirt etc.
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SPELLS FOR AFFECTING THE WORLD AROUND YOU
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Control Spirit
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1pt. Ranged, Temporal, Active. After winning spirit combat. See p. 19.
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Darkwall
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2pt. R, T, P. Creates a wall of darkness 10mx10mx10cm. Moves at a rate of 1m/sr.
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Extinguish
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V, R, Instant. Puts out fire, cools hot objects. 1=candle, 2=small fire, 3=bonfire, etc.
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Farsee
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V, R, T, P. Each point halves apparent distance between caster and object. Search +5%.
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Glue
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V, T, T, P. Each pt. = 10cm of glue. STR of glue=mpx10. Will not stick to flesh.
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Ignite
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1pt. R, Instant. Cannot ignite skin, but will do hair or fur if target's MP are overcome.
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Light
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1pt. R, T, P. Must be cast on an object. Lights a 10m radius with lantern light.
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Lightwall
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4pts. R, T, P. Creates a wall of light 10mx10mx10cm. Can move at 1m/SR.
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Mindspeech
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V, R, T, P. One point per participant. Only in contact with caster, not a chain.
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Second Sight
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3pts. R, T, P. Lets user see POW aura of living things.
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Silence
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V, T, T, P. Each pt. of spell adds 5% Sneak skill to target.
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Visibility
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2pts. Self ,T, P. Gives spirits form on mundane plane. See p. 22.
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