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Physical Spells pdf

PHYSICAL SPELLS.

Action

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

This spell enhances (or inhibits) the physical status of the target, allowing it to perform more quickly. If the basic rules are being used then the value indicates the chance of gaining an extra action immediately after your normal one, or of not having an action at all. The target needs to roll 1d6 equal to or less than the value. If the advanced rules are being used then the comments apply.

  1. Caster may modify any one of the targets current action dice +1, or -1. Dice may not be modified above 6. (1)
  2. Target gains an extra dice, rolled immediately, or they may add 3 pts to any existing dice in any fashion. (2)
  3. Target gains an extra two dice, rolled immediately, or may add 6pts to any existing dice in any fashion. Alternatively the benefit can be taken as an extra dice everytime the target rolls at the start of each round.(3)
  4. Target gains and extra three dice, rolled immediately, or may add 9pts to any existing dice in any fashion. Alternatively the benefit can be taken as an extra two dice everytime the target rolls at the start of each round.(4)

Material Component:
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Barrier

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

An almost invisible solid forcefield will appear in various shapes and sizes. This barrier can sustain damage up to the points indicated before it collapses (like a RESIST value), keep an accumulative record. Damage reduction occurs before normal RESISTS for armour and before PENE rolls. The barrier exists outside normal armour. The barrier will stop all forms of physical damage (or magical damage of a physical nature, such as a fireball). Physical beings cannot pass through it in either direction. The barrier is NOT air or water proof.

The barrier works from all directions, so the target may not attack through it without inflicting their own damage (the barrier would protect what ever the target is attacking). The barrier will have a faint luminence that is visible to all. It prevents BodyTouch but not Touch, in both directions also.

Material Component:

  1. Personal barrier around target only - 2 pts.
  2. Personal barrier around target only - 6 pts.
  3. Personal barrier around caster only - 12 pts, OR, a Wall projecting down one side of the zone in a straight line - 8 pts.
  4. Personal barrier around target only - 20 pts, OR, a Dome, covering an entire zone, 12 pts.
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Characteristics

Cast Active Duration Target Method Nature
Level Event Event Other BodyTouch Inner

This spell increases ( or decreases) any one physical CHAR by the specified amount - STR, DEX, BODY. (Shamans provide a better version of this)

Material Component:

  1. +2 (-2) to CHAR.
  2. +4 (-4) to CHAR.
  3. +9 (-6) to CHAR.
  4. +16 (-8) to CHAR.
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Containers

Cast Active Duration Target Method Nature
Level Event Constant Other Touch Inner

This spell creates a magical string around the neck of any existing bag (cloth) of the appropriate size that has been filled with whatever the caster wishes. The string will seal the bag immediately and then draw more tightly around it. The bag will shrink to one tenth its size and half its wieght. It will remain in this condition until the string is broken (untied) or the bag damaged. The bag does not preserve anything and air will not be replenished once sealed. Living things would die inside, but can cut/eat their way out. Items within such a bag are a minimum level 3 encumberance. Only one magic string can be applied to a single bag at a time.

Material Component:

  1. Small bag, upto 2 kg.
  2. Medium bag, upto 8 kg.
  3. Large bag, upto 16 kg
  4. Very large bag, upto 40 kg.
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Cures

Cast Active Duration Target Method Nature
Level Event Perm Other BodyTouch A

These spells cure disorders and afflictions of a physical nature. The caster must know which desease or Poison they are attempting to cure, simply throwing the spell will not do anything.

Material Component:

  1. Cure Stun, removes one level of Stun instantly.
  2. Diagnose. This spell advises non-magical afflictions, allowing use of the following spells.
  3. Neutralise Poison. This spell allows an immediate poison attack roll with a -2 modifier, as long as the exact details of the poison are known.
  4. Cure Desease. This spell allows an immediate desease attack roll with a -2 modifier to the die roll, as long as the exact details of the desease are known.
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Enlarge

Cast Active Duration Target Method Nature
Level Event Event Other BodyTouch Inner

This spell will enlarge the single item/creature touched, increasing its Size characteristic by the specified amount. If a living creature is enlarged it will not include their clothing or armour, which will likely burst. The reverse of the spell is possible, causing targets to shrink.

For each 5 SIZ gained the creature will gain +1 STR. Increased SIZ will also give increased wounds as per the normal calculation. Decreased SIZ likewise reduces STR and Wounds in a similar manner. SIZ may not be decreased lower than 1.

If cast on yourself you may decrease your SIZ as if the spell has been cast on you twice (or any value between). So a level 4 spell would decrease your SIZ by x0.11

Material Component:

  1. Size increased x1.2, decreased x0.9.
  2. Size increased x1.5, decreased x0.7.
  3. Size increased x2, decreased x0.5.
  4. Size increased x3, decreased x0.33.
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Food

Cast Active Duration Target Method Nature
Level Event Perm Other Touch Inner

This spell creates real food of various kinds. Depending on your game and the situation the quality of the food may have various effects.

Material Component:

  1. Hard rations for one man for one day.
  2. Reasonable fair for one man for one day.
  3. Good food for one man for one day.
  4. Superb food for one man for one day.
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Grit

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

These spells allow the target to resist the effects of damage in various forms. They can be cast in expectation of the damage occuring, or as a cure for the effect after it has happened. Note that only one version of this spell can be active at once, so you might ignore UNC rolls but still suffer Trauma penalties at the same time.

Material Component:

  1. Ignore one Stun.
  2. Ignore the To Hit effects of Stun/Shock.
  3. Ignore the To Hit effects of a Trauma.
  4. Ignore unconscious rolls.
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Heal

Cast Active Duration Target Method Nature
Level Event Perm Other BodyTouch Inner

This spell heals wounds.

Material Component:

  1. Heal 2 points.
  2. Heal 4 points.
  3. Heal 8 points.
  4. Heal 12 points.
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Locks

Cast Active Duration Target Method Nature
Level Event Perm Other Touch  

Manipulation spells for small mechanical devices. To use this spell the caster must be familar with the mechanism or have an understanding of its purpose. Without this they cannot do anything. This spell is limited to small devices that require upto the strength of a normal man to manipulate. For this reason secure locks tend to be large and extremely hard to open.

Material Component:

  1. Activate. get the device to turn on if off, or turn off if on. A lock would either lock or unlock.
  2. Understand. The caster will gain an understanding of the device as long as it is purely mechanical in nature. This will give them +2 to any skill use against the device.
  3. Break. The device is broken or jammed in a permanent fashion. It will be fixed in its current status.
  4. Alter. The device is changed in a subtle way so that only the caster will know for sure how to activate it. With a lock you would alter the key pattern required, if the key is present in the device at the time then it too is altered.
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Preserve

Cast Active Duration Target Method Nature
Level Event Perm Other Touch Inner

Cast on food or other perishable items it allows them to be stored in bags where they will remain perfectly preserved until the bags are opened. A magical string is created on casting to seal the bag. The effect lasts until the string is broken or untied, . Will not work on living things with a MIND value of any kind. Only one magic string can be applied to a single bag at a time. (You could however put a bag within a bag).

Material Component:

  1. Preserves upto 2 kgs.
  2. Preserves upto 4 kgs.
  3. Preserves upto 8 kgs.
  4. Preserves upto 16 kgs.
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Regenerate

Cast Active Duration Target Method Nature
Level Event Perm Other BodyTouch Inner

This spell allows the healing of serious permanent wounds that have resulted in parts of the body being maimed or removed. The regeneration will occur over a period of one month.

Material Component:

  1. Prepare: this spell must be cast within the time frame of the event in which to wound occurred, on the area recieving damage. Without it the following spells will not work. The effect remains indefinately, unless that same area is again maimed. Organs require a Divine healing.
  2. Regenerate extremities (fingers, toes, ears) or scars.
  3. Regenerate disfunctional, maimed or crippled limbs.
  4. Regenerate severed limbs.
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Senses

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

This spell will enhance any one single sense that the creature has. The bonus generated is applied to any skill roll that directly and primarily uses the enhanced sense.

Material Component:

  1. This allows the target to make a second attempt at sensing (a reroll), without any penalty. It must be active at the time the original roll was made.
  2. Sense is improved by +1.
  3. Sense is improved by +2.
  4. Sense is improved by +3.
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Formchange

Cast Active Duration Target Method Nature
Level Event Event Other BodyTouch Inner

The caster can alter his body form to various degrees to imitate some naturally occuring animal (not monsters). The effect will last upto one day, or until cancelled. When the spell is over the target must roll 3d6, if they roll three 1s then they become a true lycanthrope of the animal form taken.

Material Component:

  1. The caster will take the vague form of a selected animal, their teeth will appear slightly longer, their ears slightly different shape, more hairy etc. It will be subtle but noticeable.
  2. Features. The caster can take on one of the features of an animal form, the claws, the bite, the fur etc.
  3. Halfform. The caster assumes a half state of animal, their upper torso, their lower torso, or some 50/50 merger (like a centaur).
  4. Animalform. The caster takes all the physical forms of the animal but using their existing CHAR values. So if you changed to a mouse you would be a very big mouse!
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Shatter

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

This spell creates a sonic vibration attack within the hand of the caster. Whenever the hand makes contact with any solid non-living object it will be released and attack that object in an attempt to shatter or break it. The GM will have to assign a strength to each object which will reflect the target number for the attack to succeed. The object can be of a size upto what a normal man could carry with two hands. A glass vase would have a strength of around 8, a spear around 13, a broadsword around 16, a greatsword around 18. Enhanted objects will be 2 to 10 points stronger than their normal form. If the roll is successful the object cracks into several pieces and falls apart. If any 6s are rolled the object explodes into many small pieces.

Material Component:

  1. Attack roll with 3d6, roll equal/greater than value.
  2. Attack roll with 3d6+1
  3. Attack roll with 3d6+2
  4. Attack roll with 3d6+3
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Silence

Cast Active Duration Target Method Nature
Level Event Event Other BodyTouch Inner

This spell creates an area of silence around the target, based on the strength of the spell. No sound will leave or enter the area, or be created within the area.

Material Component:

  1. Individual. This will affect an single creature or object upto one hex in size (Size 30). It effects the body of the target preventing it from creating or hearing any sound.
  2. Target and upto 3 others who must remain InContact with them, with a total Size value less than 100.
  3. Target and any number of others who must remain InContact with them, with a total Size value less than 200.
  4. A whole zone or single room.
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Suspend

Cast Active Duration Target Method Nature
Level Event OneUse Other Touch A

Cast on a freshly dead body (within event) this spell will preserve their body in the exact state it is in for the time indicated by the spell level. The Awaken spell must be used to terminate the spell effect to allow any action to be taken on the body. A suspended body will be almost solid in form, sort of like dry frozen. It can be physically damaged, but it will not suffer from normal organic decay.

Material Component:

  1. Awaken suspended body.
  2. Suspend for one week,
  3. Suspend for two weeks.
  4. Suspend for four weeks.
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Telekenesis

Cast Active Duration Target Method Nature
Level Event OneUse Other Touch A

This spell requires the target object to be touched at the start but after that it will act in accordance with the casters wishes. If the target is unwilling this spell will not have any effect, a target without a mind cannot be unwilling. The object may be moved freely in any direction at a speed of 1/0/0. The spell does not have any great strength behind it so it cannot be used to batter things with flying missiles. Fine control is not possible, so delicate maneourving will be very difficult.

Material Component:

  1. Up to 1 kg wieght.
  2. Up to 4 kg wieght.
  3. Up to 9 kg weight.
  4. Up to 16 kg weight.
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Traps

Cast Active Duration Target Method Nature
Level Event OneUse Other Touch A

Magic traps are spells with which you can protect objects to some extent from falling into the hands of others. The objects should be small, upto a size that a normal man could carry. Books, scrolls, wands and magic devices are excellent targets. You must maintain contact with the object for 10 rds to imbed the spell. The spell may include triggers. It will activate the first time the object is touched by someone not permitted unless a permitted person is also currently holding it (or it is on his body).

Material Component:

  1. Flame Burst. The object must be flammable. It will burst into flames and be consumed at a rate of one kilogram per round, leaving nothing but ashes.
  2. Break. The object will break into 2d6 pieces.
  3. Shatter. The object burst into a thousand small pieces.
  4. Disintegrate. The object turns to dust which quickly vapourises into thin air.

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Born on: November 1, 1998