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Combat Spells pdf

COMBAT SPELLS.

General purpose combat spells. Bear in mind that a combat spell should never be as effective as hitting something with a weapon, unless an appropriate cost is paid.


DAMAGE

Cast Active Effective Target Method Nature
Level Event OneUse Other BodyTch Outer

This spell inflicts damage to the target. Active defences (block, parry or dodge) will prevent contact. The spell is released once sufficient contact is made, roll damage dice vs Armour PENE. Armour RESIST does NOT protect vs this damage unless it is magically enhanced to do so. Damage reduction modifiers for Size are applied, but the damage can never be less than 1 point.

The nature of this spell is such that higher level versions are less likely to make sufficient contact. The casters hand will glow with a visible effect of their choice indicating there status. One hand must remain free (or have a wand, rod or staff), equipping any object to that hand dissipates the magic. The damage type is magical.

Material Component:
  1. 1d damage.
  2. 4d damage.
  3. 9d damage, -1 to hit rolls (harder to hit).
  4. 16d damage, -2 to hit rolls (harder to hit).
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SHOCK

Cast Active Effective Target Method Nature
Level Event OneUse Other Touch Outer

An electric shock is passed to the body of the target in an attempt to stun it. Damage Size modifiers are applied to the stun test to aid larger creatures (they are resistant to stun). Stun effects are only applied when the caster attacks, not when others contact them. One hand must remain free (or have a wand, rod or staff), equipping any object to that hand dissipates the magic. The damage type is magical.

Material Component:
  1. Stun test, BODY (10).
  2. Stun test, BODY (9).
  3. Stun test, BODY (7).
  4. Stun test, BODY (5).
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WEAPONS

Cast Active Effective Target Method Nature
Level Event Event Object Touch Inner

Weapon enhancement spell. Which bonus is to be used must be specified before casting roll is made. May be cast in reverse but a touch of the enemy weapon is required. This can be achieved by a successful touch attack where the enemy parries with the target weapon (although this may result in damage to the caster). The weapon itself can also be attacked, treat as a disarm attack. Various enhancements are available and cost the indicated number of points to enact. Only ONE level of each bonus can be taken.

Effect Cost
+1 Damage 1
+1 To Hit* 3
-1 Speed** 1
+1 Bash 1
-1 PENE*** 2
+1 Parry 2
+1 Block 2

* To Hit modifiers count as magical type, see Chapter Ten.
** Speed can never be reduced below 2.
*** The PENE value of the attacked armour is reduced by 1, never below 2, reduce Resist for any extra points

Material Component:

  1. 1 point.
  2. 2 points.
  3. 3 points.
  4. 4 points.
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DEFENCE

Cast Active Effective Target Method Nature
Level Event Event Other BodyTouch Outer

Defence enhancement spells. Which defence and the specific object to be used must be specified before hand (a shield for blocking, a weapon for parry, a dodge would require casting on the target body). May be cast in reverse with same conditions as the weapons spell.

Defence Type Cost (+1/+2/+3)
Dodge 2/3/4
Block 1/2/4
Parry 1/2/4

Material Component:

  1. 1 pt.
  2. 2 pts.
  3. 3 pts.
  4. 4 pts.
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MOVEMENT

Cast Active Effective Target Method Nature
Level Event Event Other Touch Inner

Improvements to your base movement rates, one option is selected before the spell is cast.

Material Component:
  1. +1 to base movement rate target number (7 becomes 8) for one roll (next one).
  2. +1 to base movement rate target number (7 become 8).
  3. +2 to base movement rate target number (7 becomes 9), OR +1 to FULL movement rate.
  4. +3 to base movement rate target number (7 becomes 10), OR +1 to FAST movement rate.
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RANGE

Cast Active Effective Target Method Nature
Level Event Event Object Touch Inner

Improves the range of any fired or thrown projectile used by the target over all range categories. Eg a short compbow would normally have ranges of 0-1-2-4, if the level 4 spell was cast on it these would become 1-3-5-8.

Material Component:
  1. +1 zone to Maximum range.
  2. +1 zone to Long and +2 to Maximum range.
  3. +1 zone to Short, +2 to Long, +3 to Maximum range.
  4. +1 zone to Optimum, +2 to Short, +3 to Long and +4 to Maximum range.
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ARMOUR

Cast Active Effective Target Method Nature
Level Event Event Object Touch Inner

Improves the values of all kinds of passive armour values. May also be cast in reverse. Various enhancements are available and cost the indicated number of points to enact. Only ONE level of each bonus can be taken.

Effect Cost
+1 Resist* 2
+/-1 Type** 1
-1 DEX*** 1
+1 Bash 1
+1 PENE**** 3
-1 Move*** 1

*Resist cannot go below 0.
**Type has a range limit between 0 and 9, values outside this are lost.
***Move and Dex cannot be reduced below 0.
****PENE cannot be reduced below 2.

Material Component:

  1. 1 point.
  2. 2 points.
  3. 3 points.
  4. 4 points.
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PROTECTION

Cast Active Effective Target Method Nature
Level Event Event Other Touch Inner

Protection defends you against Touch and BodyTouch spell attacks, helping to prevent them from making contact. This is a bonus is lost however the instant any Touch or BodyTouch spell is successful against the target. This effect applies to anyone trying to Touch or Bodytouch you, except yourself.

Material Component:
  1. -1 to Bodytouch rolls.
  2. -2 to target values for Bodytouch, -1 for Touch.
  3. -3 to target values for Bodytouch, -2 for Touch.
  4. -3 to target values for Bodytouch and Touch.
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SPIRIT ATTACK

Cast Active Effective Target Method Nature
Level Event OneUse Other BodyTouch Inner

The caster uses their Spirit to directly attack the targets Spirit. The level of the spell modifies the attackers roll. A successful attack lowers the targets Spirit characteristic by the specified amount and causes a Stun. If reduced to 3 or less, the victim falls unconscious. Any special successes during the resolution roll would inflict a bonus 2 points of Spirit. Successive attacks of the same or less level would not further modify the targets Spirit (no stacking of spell effects), but already inflicted reductions would make their attacks more likely to succeed. Lost Spirit points are all regained after the event finishes and Stop rest is taken.

Material Component:
  1. No mods, -1 Spirit
  2. +1 to attacker, -3 Spirit
  3. +2 to attacker, -6 Spirit
  4. +3 to Attacker, -9 Spirit.
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SPIRIT SHIELD

Cast Active Effective Target Method Nature
Level Event OneUse Other Touch Inner

This is used to defend against the Spirit Attack spell, or any other attack forms that target your Spirit characteristic (usually defined by a CHAR roll).

Material Component:
  1. Cancels 1 pt of attack.
  2. Cancels 2 pts of attack.
  3. Cancels 4 pts of attack
  4. Cancels 6 pts of attack.
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Born on: November 1, 1998