Befriend |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | High |
Spells used to modify the initial reaction of others toward you (alone). It is usually triggered by shaking the hand of the target. Most people of wary of this however (the spell effect is well known) and avoid contact until after initial greetings have been exchanged. Remember this only applies to one person, the one touched.
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Command |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | High |
The caster attempts to influence the mind of the target and convince them to perform some task. The task must be rational and appropriate to their current situation or they will be allowed a mind (9) roll to see through the spell. Ordering a trained fighter to lie on the ground is not rational in a melee, unless they feel they are losing. The target is able to modify the exact details of the action to make it seem more reasonable. In the above case they might throw away their weapons and indicate surrender. The caster and target must be able to communicate with each other as the command must be clearly heard and understood. The target must have a mind value of 6 or more. The command is limited to what can be done in a single action.
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Communication |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | High |
This allows exchange of words over a distance, or to understand each other. Spell remains in effect as long as the two involved concentrate and perform no action that requires a resolution roll.
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Confusion |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | High |
The targets mind has great difficulty in making decisions of any kind. Each time the creature must make a conscious decision they must roll first to see if they can. Failure and they do nothing for the rest of thier round. Note that defending your life is an instinctive action, but attacking another is not (unless berserk). This spell is ineffective against creatures with mind values less than 6.
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Fear |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | High |
The target is overcome by an irrational fear of his current situation, causing hesitation and possible flight. A morale test is taken immediately and if failed they will flee away from the current area for the remainder of the spell duration. Even if they pass the morale test they will be unsettled and will have all aggressive resolution rolls modified as appropriate.
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Feeblemind |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | BodyTouch | High |
This spell attacks the mind value of the target, temporarily lowering its value. Anyone who's Mind is reduced below 6 will be incapable of rational thought and will act purely by instinct (as if an animal). If reduced to 0 they fall unconscious. Reducing a berserker's Mind value to anything except 0 will have no real effect, they are still berserk.
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Memorise |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | High |
This spell is used to store a single vision (static) into the mind of the caster, allowing them to recall it in exact detail. There is a limit to the number of images that can be stored equal to your MIND value.
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Mind Mask |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | High |
This spell protects the mind of the caster from outside examination, either blocking the examination or creating false information to be picked up.
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Mind Read |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | BodyTouch | High |
This spell allows the caster to read the minds of those they can contact. They will gain one memory image per round of the spell as long as they maintain contact. The caster must specify what kind of memories they are searching for and the gm will then need to decide success.
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Morale |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | BodyTouch | High |
This spell will increase the morale level of the target creature at the time the spell is released. Morale levels are explained in Chapter 5 - Flee, Abyssmal (-3), Poor (-2), Shaken (-1), Normal, Good (+1), Great (+2), Excellent (+3).
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Pacify |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | High |
This spell is used to calm targets that are out of control, reducing them down one level of activity. Activity levels are something like; sleep, peaceful, calm, normal, angry, aggressive, hostile, berserk. This can be modified by the gm as they see fit.
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Paralyse |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | BodyTouch | High |
This spell requires an accurate attack to be made, so your To Hit value is reduced by the level of the spell. The damage modifier of large creatures is also applied as a negative modifier to hit roll. Trying to paralyse a size 100 dinosaur with a level iv spell would be at -9 to hit (-4 for level 4 spell and -5 for size 100 creature).
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Read |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | High |
Allows the caster to read writing they are not normally familiar with unless that writing is designed to avoid undestanding, ie coded or encrypted. The spell merely converts the writing into as literal a translation as possible, in the casters base language. This gives the gm options to twist or hide the truth to some degree if they wish.
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Sense |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | BodyTouch | High |
One selected body sensory system is attacked to impair or deactivate it for the duration of the spell. With sight this is fairly easy to adjudicate, with others it will be harder. The caster may not attack a sense they do not physically have themselves.
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Skill |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | High |
This spell enhances an already existing skill.
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Sleep |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | BodyTouch | High |
The victim is sent to sleep with various effectiveness. If currently standing the target will always crumple to the ground without hurting themselves or waking themselves up. Physical contact or loud noises will allow body rolls to awaken. Damage of any kind will automatically awaken the target. Once the spell duration expires the target can roll body (see spell) evey round to try to awaken.
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Truce |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | High |
On casting this spell blaring trumpets and horns announce to all intelligent creatures that the casters side of the current situation want to have a truce. Any other side may then respond by accepting or rejecting the call. If they reject it then the spell fails and is forgotten. If they accept it then the spell becomes active and all creatures on both sides will be bound by the terms of the spell. If anyone attacks or casts a spell of any kind by either side, unless agreed to, then the truce is broken and the spell takes effect. All affected by the truce will feel a distinctive tingling feeling to tell them what has happened, at the end of that round the truce begins. The strength of the truce offered is recognised by the trumpet calls that accompany it.
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Born on: November 1, 1998 |