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All Master (Divine Magic, 3 points, Reusable, Non-Stackable, Temporal)
This spell lasts until the next sunrise. For the duration of the spell, any craft skill that the user attempts will be treated as 90%. No experience checks may be gained using craft skills while using this spell. Each point of Extensoin adds one whole day to the duration of the spell.
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Baleful Eye (Divine Magic, 3 points,
temporal, one-use)
For the duration of the spell, the recipient gains a special ability
equivalent to a Basilisk's Glance. However, this only affects one eye and
anything that eye glances at is affected by the basilisk's glance. Match
POW vs POW or the target dies. Many people using this spell wear a patch
over the affected eye so that they do not affect their friends.
Become (Creature) (Divine Magic,
3 points, temporal, non-stackable, reusable)
When cast, this spell changes the recipient's form to the creature
stated in the spell. So, Become Swan changes the recipient into a swan.
The recipient gains the creature's natural abilities as instinctive abilities,
so Become Swan allows the recipient to fly, Become Dragon allows him to
breathe fire and so on. The recipient becomes the correct size and strength,
so Become Mouse changes the recipient into a mouse-sized mouse. While in
animal form, the recipient cannot speak but may cast spells as normal.
Become Ugly (Divine Magic 1 point, temporal, reusable)
This halves APP for the duration of the spell.
Become Beautiful (Divine Magic 3 point, reusable, temporal)
When cast,this transforms the appearance of the recipient to be beautiful or handsome. This changes the face, skin, shape, voice, appearance and demeanor, so that the recipient appears young and beautiful in all things. The caster must succeed in a Disguise skill roll when this is cast for the spell to work correctly. This spell cannot be detected with magic and cannot be seen through by normal people.
Bestow Wisdom (Divine Magic 1 point, temporal, reusable)
This skill makes the recipient wiser, increasing knowledge skills by half again.
Bestow (Art) (Divine Magic 1 point, instant, one-use)
This acts as inspiration for the recipient, allowing them to have the idea they wanted, to compose a song, tune or poem or to toherwise become inspired.
Bestow Kingship (Divine Magic 3 points, Ritual (Ceremony), one-use)
This bestows kingship on thew recipient. This means that the recipient is the rightful king of the country or area that the priest/priestess holds sovreignty for. Any spells that detect royalty will detect this kingship. If there is a current king of the area, he will detect as an unrightful king once this spell is cast on a rival. Normally, this spell is cast on the king's heir or the person chosen to be king. It is rarely cast once a king is in place, unless the priesthood wants to cause internal dissention. The spell involves a ritual and rfequires at least three priests/priestesses to perform and requires a number of sacred items and must be cast at a sacred place in order to be successful.
Bless Birth (Divine Magic 1 point, reusable, temporal)
This ensures that the baby will be born healthy and without defects. It also prevents chaos features and such like.
Bless King (Divine Magic, 3 points, Ritual (Ceremony), Instant, One-Use)
This spell blesses the king on whom it is cast. For the next year, the king will have 10% added to all his skills when performing his kingly duties.
Bonfire (Divine Spell - as Enhance Gustbran)
Bowl of Plenty (Divine Magic, 3 points, reusable, non-stackable, temporal)
This spell must be cast on a cauldron or other eating or drinking vessel containing food or drink. For the duration of the spell, the vessel will not run out of its food or drink, no matter how much is taken from it. This is real food and drink and is not illusory in any way, so people who eat of it will not become hungry when the spell expires.
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Call Man (Divine Magic 1 point, reusable, temporal)
When cast on a male, this spell causes the man to come to the caster of the spell, no matter where the caster is and no matter what the danger. It must overcome POW to work.
Change Other's Shape (Divine Magic 2 points, reusable, temporal)
This changes the shape of another, it must overcome the POW of the target to work.
Change Shape (Divine Magic 3 points, resuable, temporal)
This allows the caster to change his/her shape for the duration of the spell.
Chaste Bed (Divine Magic 1 point, temporal, reusable)
This spell lasts for a whole night, or a whole day, until daybreak or nightfall, whichever comes sooner. It allows the recipient to sleep next to a member of the opposite sex without being overcome for lust for that person.
Clear Sight (Divine Magic 2 pt, temporal, non-stackable, reusable)
This spell permits the caster to see any illusion for what it is and to se through cloaking spells such as Conceal. The caster's visual Scan and Search skills are increased by 30% each.
Compose Poem (Divine Magic 1 point, reusable, instant,non-stackable)
This enables the caster to compose a poem on the spot. This requires a successful Poetry roll or the poem is no good. Such poems may be quick doggerel verse, a witty verse or even epic poetry. If the poetry roll was a special or critical then the poem is especially good. The caster of the Compose Poem spell may remember the poem on an INTx5% roll.
Conceive (Divine Magic 1 point, reusable, temporal)
This means that the next sexual encounter that the recipient of the spell has will result in the conception of a child. If either party is barren, no conception will occur.
Conjure (Beast/Object) (Divine Magic 1 point, one-use, instant)
This conjures up a beast or object of the type indicated by the spell. This is an actual beast or object in all senses, except that it only lasts for a day. This cannot be extended using the extension spell.
Craft (Carnal Sex) (Skill Knowledge,
10%)
The art of sexual intercourse, purely from a physical point of view,
the art of sexual relase and of sexual pleasure.
Craft (Courtesan) (Skill Knowledge,
10%)
The art of courtesan sex, as opposed to making love or carnal sex.
Together, these make up most of the skills of sexual activity.
Craft (Love Making) (Skill Knowledge,
10%)
The art of making love as a couple. The normal sexual art.
Create Spring (Divine Magic 2 points, one use, instant, permanent)
This spell causes a spring to be formed where the spell is cast. Normally, the spring appears when a staf is struck into the erath, or where someone touches the earth. The spring is permanent, but could well eventually dry up if it is in an unsustainable place.
Cure Love (Divine Magic 1 point, reusable, instant)
This spell must be cast on two people in love. It breaks the bond of love, freeing them from their torment and allowing them to live normally together and forget that they were in love. Both recipients must be willing to receive the spell otherwise it will not work.
Curse King (Divine Magic, 3 points, Ritual (Ceremony), Instant, One-Use)
This spell curses the king on whom it is cast. For the next year, the
king will have 10% deducted to all his skills when performing his kingly
duties.
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Dancing Lights (Divine Magic 1 point, temporal, stackable, reusable)
This spell acts as a combined Shimmer 2, Countermagic 2 and is stackable
for increased effect. It is incompatible with Shield, Shield of Darkness
and similar spells. When cast, the recipient is covered with dancing, shifting
light that makes him difficult to hit.
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Eloquence (Divine Magic 2 points, reusable, non-stackable, temporal)
This doubles the recipient's Communication skills for the duration of
the spell.
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Face of Beauty (Divine Magic 1 point, resuable, temporal)
This causes the user to double in APP for the duration of the spell. Anyone looking at the user must roll POW vs APP otherwise he will not attack the user of the spell without being attacked first.
Fire Shield (Divine Magic 1 point, stackable, temporal, reusable)
Each point acts as Protection 4 against fire-based attacks. This is not compatible with Shield or similar spells.
Fleet Foot (Divine Magic 1 point, stackable, reusable, temporal)
Each point of this spell increases the recipient's movement rate by his base movement rate, so a human under the influence of Fleet Foot 1 increases normal Movement to 6, but Fleet Foot 3 increases Move to 12. No extra fatigue is lost through this spell, but if the recipient runs, his movement rate is proportionally increased and fatigue is lost as normal, so a running man with Fleet Foot 1 could run at Move 12.
Flood (Divine Magic 1 point, temporal, resuable,
stackable)
Each point of Flood raises the water level of a river, pond, lake or
other body of water by 1 metre for the duration of the spell. This does
not affect the entire body of water, just the area 100m either side of
the caster. If this water rises above the shoreline, riverbank or whatever,
the water will flood and wash over the land. The effects of such a flood
are up to the GM. When the spell expires, the floodwaters recede, but this
can cause problems with water trapped in hollows, buildings being dragged
away and so on.
Freeze Earth (Divine Magic, 1 point, temporal, stackable, reusable)
Each point of this spell reduces the temperature of the ground by 5 degrees celsius for a radius equal to the caster's POW in metres, or yards. The caster may choose whether the spell decreases the temperature or increases the area affected. So, casting Freeze Earth 6 could affect a circle of radius POWx3 and decrease temperature by 25 degrees, or an area of POW radius decreased by 30 degrees. When the spell expires, the ground will return to its normal temperature.
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Gather Flock (Divine Magic, 1 point,
temporal, reusable)
When cast, all members of the caster's flock will move towards him
for the duration of the spell. If the spell expires without some members
reaching him then they will do what comes naturally to them. The spell
can be extended to give flock members more time to gather. A priest may
use this to call flock animals or to call members of his family or parish,
using the spell literally or metaphorically..
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Healing Bath (Divine Magic 3 points, reusable, instant)
When cast on a specially prepared hot bath, this spell causes the bath to act as a combined Heal Body and Cure Disease spell for the person bathing.
Healing Blow (Divine Magic 1 point, instant, reusable)
This must be cast when the recipient has been wounded, the next blow received will heal the previous wound, rather than causing damage. If no next blow is received within 15 minutes, the wound becomes unhealable and must heal with time. So, Gareth has taken 6 points of damage to his arm, he casts Healing Blow and allows the next blow to hit unparried, doing 5 points of damage, but this becomes 5 points of healing, leaving Gareth with a 1 point wound that will not heal by magical means.
Heat Water (Divine Magic 1 point, instant, stackable, reusable)
Heats 1 gallon of water by 5 degress centigrade. If the water reaches
boiling point, it will begin to boil.
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Ignore (Substance) (Divine Magic 3 point, reusable, temporal)
This allows the user to become immune to damage caused by objects made
of that substance, for the duration of the spell. There is a diferent spell
for each substance, so if Kerri casts Ignore (Iron) then she ignores all
damage caused by anything made of iron for 15 minutes. Baldur has no Ignore
(Mistletoe) spell.
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Know Future (Divine Magic 3 point, reusable, non-stackable)
Gives the caster a vision of the future pertaining to a person. This vision may be general or may pertain to a question asked about the person involved. The vision may be as detailed or vague as the GM requires and is normally couched in riddlesand is not always simple to interpret.
Know (Lore) (Divine Magic 3 point, reusable, temporal)
This spell gives the recipient knowledge of a single Lore at 90%, or
adds 25% to the Lore if the Lore is already above 90%. Each Lore has its
own spell, so there are spells for Know Plant Lore, Know Poetry Lore and
so on.
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Lead Others (Divine Magic 1 point, reusable, temporal)
This spell doubles the user's Orate skill and allows him to inspire his subjects.
Love Charm (Divine Magic 2 point, instant, reusable)
When cast on a member of the opposite sex, on a POW vs POW roll success,
this causes the person to fall in love with the caster. The effects may
wear off over time and if the caster hurts the person. This is often used
for seduction.
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Mad Charge (Divine Magic 2 points, reusable, temporal)
This allows the recipient to run at 3 times normal movement speed when running towards battle. While under the effects of this spell, the user does not tire through running, but he cannot retreat or run away from the battle.
Master (Skill) (Divine Magic, 1 point, non-stackable, temporal, reusable)
This spell lasts until the following sunrise. For the duration of the
spell, the caster can use the stated skill at Mastery (90%) or at + 50%
if the skill has already been mastered. There are different kinds of Master
(Skill) for each craft to be mastered. Each point of Extension adds one
day to the duration of the spell.
Memorise Message (Divine Magic 3 point, reusable, instant)
This enables the recipient to memorise a message for delivery to a person.
The message can be of any length and the recipient of the spell forgets
the message until he tells it to the named person. If the named person
is dead, then he can tell the message to his heir or representative.
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Neutralize Venom (Divine Magic 1 point, reusable, non-stackable,instant)
This removes the effects of one dose of venom in the target. So, if
a person had been bitten by a snake with Venom of POT 20 then this negates
the effetcs of the venom, heals any damage done by the venom, even if the
person has died from the venom's effects. This will not resurrect the person,
only cure the damage.
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Penetration (Divine Magic 1 point, reusable, instant)
When cast on a javelin, when thrown it will automatically score a hit that ignores all armour - this is not a critical hit as the damage donw is normal.
Poison Guard (Spirit Magic, Variable, temporal, Passive)
When this spell is cast, it adds the number of points in the spell to the target's CON for the purposes of resisting against poison. This is compatible with Vigour, Strength and any other spell. So, Algar casts Poison Guard 6 before a combat with scorpionmen, for the next 5 minutes his CON of 13 is treated as being CON 19 when resisting poison. He is struck by a sting which injects POT 10 poison, the chance of overcoming his CON is (10 - 19) x 5 + 50 = 5% and fails with a roll of 20, so Algar takes 5 HP damage. He is struck again and the POT 15 poison has a (15 - 19) x5 + 50 = 30%, and rolls 40, so he takes 7 HP damage. Without Poison Guard, he would have taken 25 points of poison damage and would have been killed.
Poison Purge (Divine Magic, 1 point, Ranged, Non-Stackable, Instant, Reusable)
When cast on a person who has been affected by poison, this allows the poison to be healed by the number of magic points cast with the spell. If there are multiple poison wounds, the healer decides which to heal first until the magic points are exhausted. So, Algar casts Poison Purge with 12 magic points on Andar, his companion, who has been struck by scorpionmen doing 7 and 8 points of poison damage, Algar heals the 8 point wound and as much of the 7 point wound as he can, in this case he heals 4 points of damage. If Poison Purge is cast before the poison has taken effect, it reduces the POT of the poison instead of the damage done. So, if Algar casts Poison Purge with 14 magic points on Drandar who has been hit by a scorpionman's sting with POT 18 venom, the Poison Purge reduces the venom's POT to 4, which does 2 points of damage when it fails to overcome Drandar's CON.
The sharp-eyed amongst you may have worked out that the benefits of casting Poison Purge before the poison takes effect are not as great as when casting it after the poison has taken effect. There is a gamble to take as to whether to cast the spell early and hope the patient survives or later and cure more damage. In a combat situation, most will cast the spell early.
When Poison Purge is cast with Cure Chaos Wound, it costs no magic points
to cure all the poison affecting the patient, as long as the poison was
caused by a chaotic foe.
Poison Shield (Divine Magic, 1 point, Stackable, Ranged, Temporal, Reusable)
This reduces the POT of any poison affecting the recipient of the spell
by twice the number of points in the spell. So, Algar casts Poison Shield
3 when fighting some more scorpionmen, any poison affecting him for the
duration of the spell will be reduced by 6 POT.
Predict Death (Divine Magic, 1 point,
Ritual (Ceremony), Instant, one-use)
This allows the caster to predict when a single person will die. It
can be as specific or vague as the GM wishes. If it has been used to predict
the death of an NPC who is killed in a different way by the PCs then the
GM is free to fudge things so that the NPC dies. If it has been used to
predict the death of a PC then the PC may quest to find a way around his/her
death.
Predict Future (Divine Magic, 3 points,
Ritual Ceremony, instant, reusable, stackable)
This spell allows the caster to predict an event in the future. The
event must be a spefici one and must be the answer to a question asked
of or by the caster. The prediction may be a vision, dream, divination
or some other form and may be as vague or specific as the GM requires.
So, Merlin saw that a man buyng new shoes would be dead i the eveing, so
he laughed. A witch may cast this over a cauldron to see a vision of the
future. Any prediction of the future can be changed through the actions
of PCs or NPCs, at the GM's discretion.
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Repair Wall (Divine Magic 1 point, stackable, reusable, permanent)
This repairs a damaged wall, each point repairs 1 Structure Point to a wall.
Retain Youth (Divine Magic, 1 point, non-stackable, one-use, instant, Ritual Ceremony)
Each casting of Retain Youth transfers one year of the caster's age to another person named in the ritual. The person so named need not be willing and need not know of the ritual. The caster must have several personal things belonging to the person to be aged. This allows a person to stay young by transferring ageing to another. Typically, this is used to age spouses while staying young.
Ride Fast (Divine Magic 1 point, temporal, reusable)
This spell doubles the movement of a horse, without increasing the fatigue
loss.
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Safe Birth (Divine Magic 1 point, reusable, temporal)
This ensures that the birth is safe and that mother and child do not die in childbirth.
Salmon Leap (Divine Magic 2 point, reusable, instant)
This allows the recipient to leap huge heights, he can leap up to STRx5 metres horizontally and STR in metres vertically.
Satiate (Divine Magic 1 point, temporal, reusable)
When cast on a mate, the act of sexual intercourse will leave the mate satisfied and not wanting more for the time being.
Sharpen Weapon (Divine Magic 1 point, non-stackable, one-use, permanent)
This spell must be cast when a weapon is forged. If the smith succeeds in his Craft (Weaponmaking) then the weapon does an extra point of damage, if the Craft was a special skill it does 2 extra points of damage, if a critical 3 points. A fumble or failure means the weapon has shattered.
Silvertongue (Spirit Magic Variable, Temporal)
Each point of Silvertongue increases all Communication skills by 5% for the duration of the spell.
Sleeping Song (Divine Magic 3 point, reusable, temporal, Active)
When sung, this sends all who hear it to sleep on a POW vs POW roll, all who are overcome will fall asleep. They will sleep for the duration of the song. Those who resist will be unaware that the song is magical, but will simply feel drowsy.
Song of Laughter (Divine Magic 3 point, reusable, temporal, Active)
When sung, this makes all who hear it laugh for the duratrion of the spell on a POW vs POW roll, all who are overcome will fall about laughing. They will laugh for the duration of the song. Those who resist will be unaware that the song is magical, but will simply feel cheerful.
Song of Sorrow (Divine Magic 3 point, reusable, temporal, Active)
When sung, this makes all who hear it weep for the duratrion of the
spell on a POW vs POW roll, all who are overcome will weep in sorrow. They
will weep for the duration of the song. Those who resist will be unaware
that the song is magical, but will simply feel melancholy or sad.
Sound Horn (Divine Magic, 1 point, reusable,
non-stackable, temporal)
For the duration of the spell, any horn sounded by the recipient will
be audible by those whom he wants to hear, no matter how far away or what
is in the way. So, Sattah Soul Tracker casts Sound Horn to warn his clan
of the approach of enemies, some of his clan are visiting friends some
thrty miles away but they hear the horn clearly.
Spawn (Monster) (Divine Magic 2 point, one use, instant)
This spell must be cast on a pregnant woman or animal. It causes the baby to be born as the required monster. So casting Spawn (Wolf) on a pregnant woman will cause the baby to be born as a wolf. There are different spells for each monster to be spawned. These are usually cast by the priestess on herself, but may be cast on unwilling victims.
Strong Wall (Divine Magic 1 point, stackable, permanent, one-use)
This spell adds 1 Structure Point to a wall, the wall can be no more than 10 metres long and 10 metres high.
Summon Spring (Divine Magic, 3 points, one-use, Ritual (Summon))
This allows the caster to summon a spring from the ground. The spring
will flow for at least a year without drying up, but will only flow after
the year is up if it is in a viable spring.
Sun Whip (Divine Magic As Sun Spear)
Sure Plough (Divine Magic 1 point, reusable)
This allows a team of cattle to plough for a whole day and night without tiring. This increases the amount of land ploughed by the team.
Sweet Voice (Spirit Magic Variable, Temporal)
Each point of Sweet Voice increases Sing by 10%
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Track Soul (Divine Magic, 1 point, temporal,
non-stackable)
For the duration of the spell, the recipient can track the souls of
the dead. He can use his Tracking ability to follow a soul, but he must
be able to travel to the place where the soul has been. So, Sattah Soul
Hunter can cast Track Soul to find the ghost of a dead comrade, he knows
the soul walked through the ground to an underground cavern, but Sattah
cannot follow as he cannot move through the earth.
True Smithing (Divine Magic 2 point,
resusable, non-stackable, duration 1 day)
This doubles the Craft (Smithing), Craft (Weaponmaking) and Craft (Armouring)
skills for the duration of the spell.
True Voice (Divine Magic, 1 point, temporal,
non-stackable, reusable)
For the duration of he spell, any skill that uses the recipient's voice
is doubled. Normally, this doubles Communication skills, but can affect
other skills.
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Vigilance (Divine Magic 2 point, reusable, non-stackable)
This enables the recipient to function without food, water or sleep for 24 hours. Whilst under the influence of the spell, the recipient also gains a Farsee 2 spell.
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Willing Maiden (Divine Magic 1 point, reusable, temporal)
When cast on a maiden (virgin), if this overcomes POW then the maiden will be willing to give her maidenhead to, and have sex with, the caster. When the effects wear off, the maiden may or may not be willing, depending on the situation.
Wound Tongue (Divine Magic 2 point, Reusable, Instant)
This spell allows the caster to satirise an opponent through the means of poetry.Any who hear the satirical poem will instantly know who the poem is directed at and will find the poem funny. This wounds the satirised person and can even lead to kings being forced to abdicate. This does not make the poet popular with lords and kings.
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[End]