Alchemy Spells | Arcane Spells | Ceremony Spells | Combat Spells | Common Spells | Conjuring Spells | Divination Spells | Elemental Spells | Enchanting Spells | Illusion Spells | Mind Spells | Necromancer Spells | Physical Spells | Race Spells | Raw Spells | Rune Spells | Circle of Power Spells | Spellcraft Spells | Summoning Spells | Transport 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.
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DAMAGE |
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| 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.
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SHOCK |
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| 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.
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Failures |
1 |
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2 |
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3 |
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WEAPONS |
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| 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. |
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Material Component:
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Failures |
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3 |
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DEFENCE |
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| 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:
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Failures |
1 |
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3 |
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MOVEMENT |
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| 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.
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1 |
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2 |
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3 |
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RANGE |
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| 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.
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Failures |
1 |
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ARMOUR |
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| 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. |
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Material Component:
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Failures |
1 |
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PROTECTION |
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| 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.
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2 |
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SPIRIT ATTACK |
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| 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.
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SPIRIT SHIELD |
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| 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).
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Failures |
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3 |
Born on: November 1, 1998 |