Spirit Magic

Home > Spirit Magic

OFFENSIVE COMBAT SPELLS

Bladesharp Cast it on bladed weapons, it’s +5% to hit and +1dp per point of spell.
Bludgeon Cast it on blunt weapons, it’s +5% to hit and +1dp per point of spell.
Disruption 1pt. R, Instant. Does 1d3dp to missile hit location. Armor does not protect.
Fanaticism 1pt, R, T, P. Increases attack% by half again; halves dodge. No parry or defense.
Firearrow 2pts. T, T, P. Cast on a missile, does 3D6 dp if the missile hits.
Fireblade 4pts. T, T, P. Edged weapons only. Does 3D6 instead of normal weapon damage.
Ironhand V, T, T, P. Each pt. adds 1dp to a hit, +5% chance to hit.
Multimissile V, T, T, P. Creates a second missile, same damage as first. Separate rolls.
Speedart 1pt. T, one melee rnd. Adds 15% to chance and 3dp to any missile.

DEFENSIVE COMBAT SPELLS

Befuddle 2pt. Victim must fail an INTx5 roll to recover.
Demoralize 2pt. Victim’s attacks are at half chance. They have one chance to roll INTx1 to recover.
Countermagic 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.
Dispel Magic 1-1 exchange for regular spells, Divine magic costs twice as much.
Dullblade Reduces damage of a weapon by 1pt. per spell pt.
Protection V, R, T, P. Adds 1pt of whole body armour per MP spent.
Shimmer V, R, T, P. Each MP subtracts 5% from enemy's attack %.
Slow V, R, T, P. Slows target 1m/SR for each point of spell.
Spirit Screen V, R, T, P. Spirit armor. Each pt. adds 2 to characteristic being attacked.

HEALING SPELLS

Heal V, T, Instant. Heals 1dp per mp spent. Other species from caster cost double.

SPELLS THAT INCREASE/DECREASE ATTRIBUTES

Coordination Add +1 to DEX for each pt. of spell.
Endurance Adds 5 fatigue pts. for every spell pt.
Glamour : Each pt. adds 2 to subject's APP.
Mobility Add 1m of move/SR per point. Add 1 Fatigue for each 3 pts of spell.
Strength Each pt. adds 3 STR to target. Caps out at twice current STR.
Vigor Each pt. adds 2 CON to target. Caps out at twice current CON.

DETECTION SPELLS

Detect Enemies 1pt R, T, A. Dowsing for enemies. Nearest one within 100m.
Detect Magic 1pt. R, T, A. Dowsing for magic. Not spirits, but things without MP like undead.
Detect (substance) 1pt. R, T, A. Same as above. Will penetrate 1m of stone or dirt etc.

SPELLS FOR AFFECTING THE WORLD AROUND YOU

Control Spirit 1pt. Ranged, Temporal, Active. After winning spirit combat. See p. 19.
Darkwall 2pt. R, T, P. Creates a wall of darkness 10mx10mx10cm. Moves at a rate of 1m/sr.
Extinguish V, R, Instant. Puts out fire, cools hot objects. 1=candle, 2=small fire, 3=bonfire, etc.
Farsee V, R, T, P. Each point halves apparent distance between caster and object. Search +5%.
Glue V, T, T, P. Each pt. = 10cm of glue. STR of glue=mpx10. Will not stick to flesh.
Ignite 1pt. R, Instant. Cannot ignite skin, but will do hair or fur if target's MP are overcome.
Light 1pt. R, T, P. Must be cast on an object. Lights a 10m radius with lantern light.
Lightwall 4pts. R, T, P. Creates a wall of light 10mx10mx10cm. Can move at 1m/SR.
Mindspeech V, R, T, P. One point per participant. Only in contact with caster, not a chain.
Second Sight 3pts. R, T, P. Lets user see POW aura of living things.
Silence V, T, T, P. Each pt. of spell adds 5% Sneak skill to target.
Visibility 2pts. Self ,T, P. Gives spirits form on mundane plane. See p. 22.