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Spells relating to using and manpiluating PowerStones.
Power Stones have inate powers in themselves that the owner may use. Each power costs 1 point of power per level, plus 1 point of FAT from the caster. No skill level can be gained in these spells, always use the Mage skill level of the user for the casting level.
I - Draw Power |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Self | Touch | Elemental |
Draw Power: PowerStones can be used to supply power for the owners spells. To do so requires a link to be created between the caster and the stone, which is what this spell provides. Once active however the stone cannot be used for any other purpose as it is aligned to the caster. The alignment can be dropped at anytime but this spell would then need to be recast. If the stone moves out of possession of the caster the alignment is also broken. One point of power is drawn for each level of spell cast, so higher level spells are more efficient. No other spells of this group may be cast using this stone, whilst the stone is aligned.
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I - Light |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Self | Touch | Elemental |
Light: the stone is held foward and will yield light the equivalent of daylight (0). This will effect the zone of the user, diminishing by 2 for each extra zone (-2,-4 etc).
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I - Energise |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Self | Touch | Elemental |
Energise: this spell returns 2d6 points worth of FAT to the caster. Fatigue levels may be boosted above normal limits but only for the duration of the event.
II - Power Blast |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Fired | Elemental |
Power Blast: a mana bolt is FIRED from the stone at an enemy, doing 1d6 wounds and a Stun. This attack ignores all physical armour.
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II - Heal |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | Elemental |
Heal: the power of the stone can be used to heal. Pressing the stone around the wound, or body, and activating this spell will automatically heal all wounds (no choice on amount, all or nothing), up to the limit of the power of the stone. One wound will be healed per point of power. Healing in this manner also removes stun(1), trauma(3), shock(2), mental aberrations (3), desease(3) and poison(2), at the indicated power cost, as long as the target is completely healed. This benefit is automatic as well and priority is given to highest costs first.
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III - PowerShield |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Self | Touch | Elemental |
Power Shield: the caster creates a glowing transparent shield around their body that will prevent the passage of magic in any form. Any magic cast at the target by anyone other than themselves will fail (including bound persons). The initial casting of this spell will stop one incoming spell, after which the shield fails. Alternatively the shield can be maintained by expending another 1 point of power. This process can be repeated as many times as the caster has power for, automatically recharging the shield after it cancels a spell.
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IV - Stasis |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Var | Self | Touch | Elemental |
Stasis: the caster of this spell is frozen in time for a specific period of time set when this spell is cast. Nothing can have any effect on them in any way. To everything and everyone else they merely vanish. They are undetectable by any means. The caster can do nothing also, to them nothing happens. The time period is set by the number of extra power points that are expended. The initial casting of the spell will last for 1-10 minutes (number upto caster). Each extra point of power will increase the time unit one level as follows: hours, days, weeks, months, years, decades, centurys, milleniums, ages. Any being in contact with them at the time it is cast is also taken into the statsis, even against their will.
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IV - Blood Stone |
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| Cast | Active | Duration | Target | Method | Nature |
| x1 | Event | Process | Stone | Touch | Elemental |
A depleted power stone can be recharged via this spell, converting it into what is commonly called a "blood stone". This is considered an evil process by nearly all (except evil people). The close contact the caster must have with the casting results in severe damage to their body, causing 3d6 wounds, and leaving the whites of their eyes permanently blood red. This eye damage is unremovable short of divine intervention (not even another powerstone).
The caster must possess another powerstone (or bloodstone) to provide the power for the process. Once started the caster has 24 hours during which they may recharge the stone. The number of charges regenerated is equal to the *(MIND)-1 of those sacrificed to the stone (creatures with less than 4 MIND provide nothing). The sacrifice routine requires 1 hour per victim, so a maximum of 24 sacrifices are allowed.
Once recharged the bloodstone acts in all ways like a powerstone, except that it may NOT Heal.
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Born on: November 1, 1998 |