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Race Spells pdf

RACIAL.

The following magic spells are available ONLY to the indicated race.

Humans

Cast Active Duration Target Method Nature
Level Event Event Self Touch Low
  1. Likeable: if the caster is the main point of initial contact with another group this spell increases their base value by +1 with regards to initial responses and impressions - they will tend to like you more.
  2. Resist: the caster will gain 2 points of magic resistance (+1 if they already have it).
  3. Rally: the caster is able to rally defeated/demoralised friends. This spell will raise the morale level of everyone in the same zone or an adjacent zone (8) one level.
  4. Sacrifice: heroic last stands - the caster flings himself in the way of whatever disaster is about to befall their companions and delays it sufficiently to allow them to get away, but dies in the attempt. This has no specific effect, it is merely up to the GM to create some tragic story about how you died heroically. You can be resurrected if they can recover the body.

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Dwarves

Cast Active Duration Target Method Nature
Level Event Event Self Touch Low
  1. Tidy beard: the dwarfs beard is untangled and neatly arrayed in several attractive fashions.
  2. Befriend Earth: the caster gains +1 to any Base value used for any task or skill that involves the ground, like climbing.
  3. Stoneskin: the caster gains +1 Resist, +1 PENE which will stack with any and all other forms of armour.
  4. Draw Power: the caster can draw power from the very earth on which they stand (which means they have to be standing on ground). The caster has access to 100 points of FAT whilst this spell works. They cannot move however and if moved in any fashion the spell fails. At the finish they drop unconscious and remain that way for 24 hours.

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Elves

Cast Active Duration Target Method Nature
Level Event Event Self Touch Elemental
  1. Summon arrow: an arrow appears in the elfs hand.
  2. Accurate strike: +1 to hit with bow and +1 damage.
  3. Reset comfort: the elf resets their Comfort Level down to 0.
  4. One with the Forest: as long as the elf does not move they will be near 'impossible' to distinguish by normal means from the trees (use 0 as base number for any perception rolls).

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Centaurs

Cast Active Duration Target Method Nature
Level Event Event Self Touch Elemental
  1. Surge of Strength: next attack does +1 damage if it hits.
  2. Gripping Hooves: the caster is not affected by modifier caused by having hooves.
  3. Lance strike: the caster Lance attack is at +1 to hit and +2 damage
  4. Run like the Wind: the caster gains +1/+1/+1 to their base movement rate and +1 to their base movement value (7+1).

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Halflings

Cast Active Duration Target Method Nature
Level Event Event Self Touch Elemental
  1. Summon a rock; the halfing can summon a sling sized rock.
  2. Lucky Shot: the halfings next shot with a ranged weapon (not a spell) will be at +1 to hit, +2 damage.
  3. Look the other way: the halfling will cause others to look away from them for some unknown reason, this may allow the halfing to slip by unseen. There is a 1 in 6 chnace of this not working per viewer.
  4. Look harmless: as long as the caster is not attacking they will be considered the least dangerous target of all present. In combat this will mean they are attacked last, or ignored. Out of combat it means no reaction roll toward them can be worse then neutral unless there is a pressing reason why.

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Trolls

Cast Active Duration Target Method Nature
Level Event Event Self Touch Elemental
  1. Hard Skin: the caster gains +1 RESIST against the next damage (single).
  2. Shape Rock: the caster is able to make minor molding modifications to rock, treating it as if it were hard clay.
  3. Like a Rock: the troll looks for all purposes like a large rock. As long as they remain still (which they are very good at) they will be near impossible to detect via normal means. The existance of a large rock may not be appropriate however.
  4. Fists like Hammers: the trolls fists count as Warhammer

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Goblins

Cast Active Duration Target Method Nature
Level Inst Perm Self Touch Elemental
  1. Nimble: caster gains +1 to the base value of the next DEX based roll.
  2. Fast: the caster gains a burst of speed when required, gaining 0/+1/0 movement rate. Only works once.
  3. Break: the caster is able to break any item they can spend a whole round in contact with, without interruptions. The device will be broken in a minor way, preventing it from working until repairs are made. Such repairs will take 5 minutes (+5 per special success). This is limited to devices in size upto about the goblin themselves.
  4. Use item: the caster is able to us any hand holdable item at a skill of 4 if they currently have no skill at all, or at +1 to base values for any they do have skill in.

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Giants

Cast Active Duration Target Method Nature
Level Inst Perm Self Touch Elemental
  1. Ignore Stun: the giant removes all current Stun/Shock, if they have none then they ignore the next Stun effect suffered.
  2. Unmovable: the giant becomes immune to Bash/Knockback effects.
  3. Fight till the end: the giant gains +1 to all stun/shock/trauma/unconsciousness base values.
  4. Unstoppable: the giant is able to apply their size and strength to maximum potential against obstacles (trees, doors, gates, walls etc). Add +2 to base values. This will work even against magically held obstacles.

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Faery

Cast Active Duration Target Method Nature
Level Inst Perm Self Touch Elemental
  1. Strike: the faery gains +1 to their next attack base value.
  2. Alert: the faery gains +1 to base values for noticing things.
  3. Zippy: the faery gains +1/0/0 movement.
  4. Untouchable: the faery gains +2 to their Dodge base value.

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Minotaur

Cast Active Duration Target Method Nature
Level Inst Perm Self Touch Elemental
  1. Berserker: the minotaur triggers 'berserker' status instantly.
  2. Charge: the minotaur can perform one FAST move and attack without the -2 penalty.
  3. Long Horns: the minotaurs horn attack will count as a short spear.
  4. Intimidate Foes: the minotaur may roar at one opponent they are InContact with (5pt action) and force a morale test at -1 base value.

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Ogres

Cast Active Duration Target Method Nature
Level Inst Perm Self Touch Elemental
  1. Stun Recovery: wipes any existing Stun/Shock effect.
  2. Dont Stop Fighting: caster gains +2 to Unconsciousness base value.
  3. Bleeder: any Trauma wound inflicted on others will bleed profusely until recovered, +1 wound per round.
  4. Power Strike: caster gains an increase to damage of +4 dice.

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Lizardmen

Cast Active Duration Target Method Nature
Level Inst Perm Self Touch Elemental
  1. Scent: caster gains +1 to base value of the very next smell based roll.
  2. Breath Water: caster is able to breath water as if they had gills.
  3. Sprint: the caster gains 0/+1/0 movement on land or water.
  4. Tooth and Fang: the caster gains +1 base value To Hit and +2 damage whilst InClose and using natural weapons.

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Born on: November 1, 1998