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Casting Time 1, Instant, Magnitude 1, Ranged, Resist (Dodge)

Runes: Dragon

The enchanted target‘s chest glows from within for a moment, then settles down to its normal colour. There seem to be flames flickering at the back of the target’s mouth...

With this spell, the caster spits a stream of fi re at his target. If the fi re is not dodged, it infl icts 1D8 points of heat damage. Armour points are effective against this damage and it counts as both magical and fi re damage.

Dullblade

Casting Time 1, Duration 10, Magnitude 1, Progressive, Ranged

Runes: Metal

The enchanted blade glows dully for a moment as the magic takes effect. Then the glow subsides and the blade seems blunted and harmless.

Magic

This spell can be cast on any weapon but will not affect unarmed attacks or natural weaponry. For every point of Magnitude, it reduces the damage dealt by the target weapon by one.

Emotion

Casting Time 2, Duration 5, Magnitude 3, Ranged, Resist (Persistence)

Runes: Moon

The enchanted target’s expression smooths over for a moment. Then the emotion takes hold in force, dominating the target utterly.

If the caster is able to affect the target with this spell, he can cause the target to feel whatever emotion he desires. For instance, the caster could make the target feel love to get him to stop fi ghting.

Endurance

Casting Time 2, Instant, Magnitude 1, Progressive, Touch, Trigger

Runes: Fertility

An emerald glow enwraps the enchanted target, rapidly seeping into its skin and then deeper into its muscles and bones. The target visibly relaxes as the glow reaches their core and then dissipates.

For every point of Magnitude, this spell will restore one level of Fatigue the target is currently suffering from.

Extinguish

Casting Time 1, Instant, Magnitude 1, Progressive, Ranged

Runes: Air

There is a great rush of air and the flames are consumed by arcane energy. With a sigh, the fire dwindles to nothing in a moment.

This spell instantly puts out fi res. At Magnitude 1, it can extinguish a Flame, Magnitude 2 a Small Fire, Magnitude 3 a Large Fire and Magnitude 4 will put out an Inferno (see page 90 for sizes of fi re).

Fanaticism

Casting Time 1, Duration 5, Magnitude 1, Ranged

Runes: Law

The enchanted target’s expression hardens and its grip on its weapon tightens. Its eyes pierce their target with a steely glare and it oozes confidence.

The target of this spell will become fanatical, believing he can defeat any foe and overcome any obstacle. He will have all close combat Weapon skills increased by +20% but may not attempt to parry or cast spells. The target will also have its Dodge skill halved (before modifi ers). The effects of this spell are automatically cancelled by the Demoralise spell and vice versa.

Magic

Fate

Casting Time 2, Instant, Magnitude 1, Progressive, Touch, Resist (Persistence)

Runes: Fate

The enchanted target appears to have lines of faint energy streaming off them in all directions. After a moment, the lines fade.

Every experienced adventurer knows how fi ckle fate can be. This spell allows the caster to infl uence fate, either for the good or ill of the target. The caster can increase

or decrease the target’s next skill test by 10% for each

point of the spell’s Magnitude. The caster must choose at the time of the casting whether to increase or decrease the target’s chances – allowing him to give his friends an advantage or hobble his enemies. Only the next skill test made after the spell’s casting is affected.

Firearrow

Casting Time 1, Magnitude 2, Touch, Trigger Runes: Fire

The enchanted weapon shines fiercely in a burst of light, then subsides. Every now and then, a pulse of energy ripples through the weapon.

Casting this spell on a missile weapon (such as an arrow, bolt, rock or dart) will cause it to burst into fl ame when it is fi red and strikes a target. When it hits a target, the missile will deal 1D10 points of magical fi re damage instead of its normal damage. A missile under the effects of Firearrow cannot benefi t from Multimissile or Speedart.

Fireblade

Casting Time 3, Duration 5, Magnitude 4, Touch Runes: Fire

The enchanted weapon is wreathed in ghostly but fiercely hot flames. It seems as if the weapon’s material is being consumed by the heat of the spell.

By touching a bladed weapon or spear, the caster causes it to burst into fl ame. For the duration of the spell, this

weapon will deal 1D10 magical fi re damage instead of its normal damage. A weapon under the effects of Fireblade cannot benefi t from Bladesharp.

Frostbite

Casting Time 1, Instant, Magnitude 3, Ranged, Resist (Resilience)

Runes: Cold

The enchanted target’s breath becomes cloudy and frozen rime appears on its clothing and armour. In mere seconds, all those nearby can feel the incredible chill emanating from the stricken target.

This attack spell allows the caster to freeze his opponent, dealing 1 point of damage to all hit locations, ignoring any armour points. Magical effects that protect against cold damage can block this effect, but mundane items (such as cold weather gear) are ineffective.

Glamour

Casting Time 2, Duration 5, Magnitude 1, Progressive, Touch

Runes: Harmony

A transparent but glorious likeness of the target blinks into existence in front of them, then gradually blends with its own body. The target’s demeanour grows suddenly in strength and their attractiveness increases dramatically as the two versions merge.

For every point of Magnitude of this spell, the target’s CHA score increases by +2. This may have an additional effect on the target’s skills. A target cannot have its CHA increased in this way to more than twice its original CHA score.