Spell | Ritual | Type | Level | Reqs | Total | Range | Duration | Target | Bonus | Focus | Bonus | Page | Exp |
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Incantation of the Lightning | no | CrAu | 35 | - | +26 | Near / Sight | Mom | Spec | -3 | An Oak wand (hit 3 times by lightning) | +3 | ArM118 | |
A lightning bolt shoots forth from your
outstretched hand. Damage +45 to single target. Those near the target must make
Size stress rolls of +6 to remain standing. |
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Chirurgeon's Healing Touch | no | CrCo | 20 | - | +24 | Touch / Near | Sun / Inst | Ind | Bloodstone | +3 | ArM123 | ||
The person touched can recover a lost Body level by making a Stamina stress roll of 3+, to which is added the highest Chirurgy skill of anyone who has successfully tented the wounds. Also, subtract the wound penalty from the roll. Does not heal damage from poison or disease. |
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Charge of Angry Winds | no | CrAu | 15 | - | +26 | Near | Conc | Spec | An Agate | +1 | ArM118 | ||
A wall of wind roars away from you,
starting up to 10 paces away and continuing up to 30 paces. The wind is 5 paces
wide. All within the area must make a Dexterity + Size stress
roll of 9+ or fall down and be blown along by the winds. The rolls must
be made at the start of the gale and each subsequent round that the wind is
maintained. You must concentrate on the gale, but you may only maintain it for
a maximum of five rounds. Missile fire into or out of the gale is futile, and
marching against the gale requires a Strength + Size stress
roll of 15+. Failure in this attempt mandates another Dexterity + Size stress roll of 12+ to keep from falling. |
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Weight of a Thousand Hells | no | CrMe | 25 | - | +24 | Eye / Sight | Moon / Year | Ind | Hand of Glory | +3 | ArM145 | ||
Causes the victim to feel the despair,
anguish, pain, and sorrow of a thousand sinners in Hell. This is a truly horrible
spell, for the victim loses almost all motivation and earthly cares. All he can
feel is his own pain endless, inexorable, and searing. Appropriate Personality
Trait rolls suffer a harmful adjustment of -5, and the target suffers -2 on any
rolls that require thought or concentration. The target has a strong tendency to
do nothing but brood. A hand of glory is the hand of a recently dead convicted
murderer and is a very powerful ingredient in many necromantic spells and diabolic
summonings. |
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Memory of the Distant Dream | no | CrMe | 20 | - | +24 | Eye / Sight | Sun / Moon | Ind | A Sprig of Rosemary | +1 | ArM144 | ||
Inserts a full and complete memory into a
person's mind. If the target gives the memory some thought and concentration, and
makes an Intelligence roll of 9+, the memory is revealed
as false. When cast with the spell focus of rosemary, which is commonly associated
with good memory, the herb is crumbled, and then blown toward the victim. |
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Rune of Connection | no | CrVi | 15 | - | +19 | Touch | Spec | Ind | Drop of Carters Blood Mixed Within Rune | +1 | WG173 | ||
A Rune is crafted or otherwise marked on
the target, after which an arcane connection exists from the caster to the target
of this spell. The connection lasts until the rune is physically erased or marred.
this spell is useful when applied with Opening the Intangible Tunnel. |
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Weaver's Trap of Webs | no | CrAn | 20 | - | +19 | Near / Sight | Sun / Inst | Spec | Spiders Web | +1 | ArM107 | ||
In casting this spell, you either point
at an area or, if you are using the spell focus, fling the spider web at the
desired spot. From this initial location, a huge net of spider webs grows,
filling an area 5 paces by 5 paces by 6 feet high. With supports, the webs can
hang vertically, forming a wall; otherwise they act like a net. When the webs
are through growing after a few seconds, they are as thick as string and as
strong as iron. Everyone caught in the area of the webs is immobilized. Getting
free requires a Strength stress roll of 12+, or someone
who is not trapped may use an edged weapon to free a victim, which takes three
rounds. Contrary to widespread rumor, fire is ineffective against these webs.
Webs may continue to trap victims in the future, as long as they don't decay
and aren't completely hacked apart. |
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Treacherous Spear | no | ReHe | 25 | - | +19 | Near / Sight | Spec | Small | A Drop of Blood | +3 | ArM134 | ||
The drop of blood that may be used with this spell must be from
a person who has betrayed his or her family. The spell animates a
wooden or wooden-hafted melee weapon in someone else's hand, and
makes that weapon attack its holder until the wielder is dead or the
weapon is destroyed. When the spell is cast, the weapon tries to break
its wielder's hold (Quickness – Encumbrance stress roll of 9+ to hang
on). On subsequent rounds, the wielder hangs on by making Strength
stress rolls of 6+, allowed once per round. If a roll to hold on ever
botches, the wielder loses control of the weapon and is hit by it automatically
(see below). While still in its wielder's grip, the weapon does
not strike him or her, but does not strike on the wielder's behalf either.
Once the weapon breaks free or is released, it attacks its wielder, using
his Attack and Damage scores. The former wielder may fight the rebellious weapon. The weapon uses its defense rating as its Defense total. It has a number of "Body levels" equal to its Space characteristic. One handed weapons have a +6 Soak, and two handed weapons have a +10 Soak. All thrusting and missile weapons used against the controlled weapon suffer –6 on Attack Totals. The spell ends when the weapon loses all Body levels, or when an hour has passed, whichever comes first Causing the weapon to lose its Body levels may not destroy it, depending on the quality of the weapon. |
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Vision of Heat's Light | no | InIg | 20 | - | +14 | Per | Sun/Moon | Sight | A Cat's-Eye Gem | +3 | ArM136 | ||
Allows you to see the heat of objects that
are of human body temperature or hotter. Excellent for use in the dark,
but it doesn’t give true vision. |
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