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CALLING THE THUNDERBOLT

Effect: RKA 3d6, Indirect Target: One character

Casting Time: Extra Phase (Attack Action) Duration: Instant Range: 280” END Cost: 12 Spell Rank: Druid: 11 Wizard: 11 Witch: 12

Description: This spell calls down from the sky a tremendous bolt of lightning to strike the caster’s foes. If the target is inside, the bolt must first blast through the roof or other obstacles, diminishing its effect considerably.

This spell is easier to use if the caster stands within a stone circle on a hilltop. In that case, ignore the Increased Endurance Cost Limitation.

Game Information: RKA 3d6, Indirect (always

comes from the sky; +¼) (56 Active Points); Extra Time (Extra Phase; -¾), Gestures (-¼), Incantations (-¼), Increased Endurance Cost (x2 END, see text; -¼), Spell (-½). Total cost: 19 points.

CO DRUIDECHTA (THE DRUID’S MIST)

Effect: Change Environment (-3 to Sight Group PER Rolls); Dispel Mist Powers 16d6 Target: 8” Radius/any one Mist Power Casting Time: Full Phase (Attack Action) Duration: Constant/Instant Range: 130” END Cost: 3 Spell Rank: Druid: 2 Wizard: 4 Witch: 3

Description: One of the best known druidic powers is the ability to call forth the Co Druidechta, or Druid’s Mist — a dense cloud of fog that can con- ceal things from the eyes of men. And what the druid can call up, he can also disperse.

Game Information: Cost Power

40 Co Druidechta: Multipower, 60-point

reserve; all Extra Time (Full Phase to cast; -¼), Incantations (during casting; -¼) 1u 1) Calling Up The Druid’s Mist: Change

Environment 8” radius, -3 to Sight Group PER Rolls; Extra Time (Full Phase to cast;

-¼), Extra Time (takes a Half Phase Action to maintain each Phase; -¼), Incantations (throughout casting; -½)

3u 2) Dispersing Mists: Dispel Mist Powers 16d6, any one Mist Power (+¼); Extra Time (Full Phase to cast; -¼), Incantations (during casting; -¼), Limited Range (130”; -¼)

Total cost: 44 points. Options:

1) Greater Mist: Some druids can create clouds of Mist big enough to hide entire armies! Change slot 1 to to 64” radius and a cost of 2u. Total cost 46 points. Spell ranks: Druid 4; Wizard 6; Witch 5. 2) Necromancer’s Shadow: Necromancers learn their own version of this spell, which causes the caster’s own shadow to grow and darken so that it obscures sight within the affected area. Change to: Change Environment 8” radius, -4 to Sight Group PER Rolls (29 Active Points); Extra Time (Full Phase to cast; -¼), Extra Time (takes a Half Phase Action to maintain each Phase; -¼), Incantations (throughout casting; -½). Total cost 15 points. Spell ranks: Druid N/A; Wizard 5; Witch N/A.

DARK DRUID WIND

Effect: Telekinesis (20 STR), Only To Disarm Target: 6” Radius

Casting Time: Extra Phase (Attack Action) Duration: Constant Range: 20” END Cost: 7 Spell Rank: Druid: 8 Wizard: 8 Witch: 8

Description: This spell creates a “dark wind” that sweeps over groups of fighting men and disarms them! The wind is so strong that it literally snatches the weapons right out of their hands and scabbards.

This spell is only appropriate for Superhe- roic campaigns. However, the GM might consider allowing characters in Heroic Tuala Morn cam- paigns to use it against a single target at a time.

Game Information: Telekinesis (20 STR), Area

Of Effect (6” radius; +1¼) (67 Active Points); Concentration (½ DCV throughout use; -½), Extra Time (Extra Phase to cast; -½), Gestures (throughout use; -½), Incantations (throughout use; -½), Only To Disarm (see text; -½), Spell (-½). Total cost: 17 points.

166 pTualan Magic Hero System 5th Edition Revised

DIMINISHED MIGHT

Effect: Drain STR and PRE 8d6, Limited Reduction

Target: One character

Casting Time: Extra Phase (Attack Action) Duration: Instant Range: 20” END Cost: 16 Spell Rank: Druid: 18 Wizard: 16 Witch: 18

Description: With this spell a caster can sap the strength and bravery of a fighting man, reducing both by two-thirds.

Game Information: Drain STR and PRE 8d6,

Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +¾), Limited Range (20”; +¼) (160 Active Points); Concentration (½ DCV; -¼), Extra Time (Extra Phase; -¾), Gestures (-¼), Incantations (-¼), Limited Reduction (can at most reduce STR and PRE to one-third of normal; -¼), Spell (-½). Total cost: 49 points.

Options:

1) Diminished Army: The caster is so powerful he can weaken an entire army! This spell is only appropriate for Superheroic games. Add Area Of Effect (16” Radius; +1) and change Limited Range to 200”. 240 Active Points; total cost 74 points. Spell ranks: Druid 26; Wizard 24; Witch 26.

GAITH DRUIDECHTA (THE DRUID’S WIND)

Effect: Succor or Suppress Swimming 6d6 Target: One sailing ship

Casting Time: 1 Turn (Attack Action) Duration: Constant Range: 150” END Cost: 3 Spell Rank: Druid: 6 Wizard: 6

Witch: 5 (see Options)

Description: With this spell a caster can control the winds. Typically he does this to make a sailing ship go faster, or to impede a ship’s movement. The GM may allow the caster to accomplish other minor effects, such as blowing out (or perhaps helping to spread) a small fire, if he makes an EGO Roll at -3. Game Information:

Cost Power

9 Gaith Druidechta: Multipower, 45-point

reserve; Concentration (½ DCV through- out casting; -½), Extra Time (1 Turn to cast; -¾), Extra Time (requires a Half Phase Action to maintain each Phase; -¼), Ges- tures (throughout casting; -½), Incantations (throughout casting; -½), Only For Vehicles With The Sailed Limitation (-1), Spell (-½) 1u 1) Strengthen The Winds: Succor Swimming

6d6, Ranged (+½); common Limitations listed above

1u 2) Restrain The Winds: Suppress Swimming 6d6; common Limitations listed above

Options:

1) The Three Knots: The Witchcraft version of this spell involves a special charm — a piece of rope with three knots tied in it. To unleash the winds (Succor), the witch unties the knots; to restrain them (Suppress) she ties them (or keeps them tied). Add OAF (-1) to the reserve and all slots. Total cost: 9 points.

MISTSHAPING

Effect: Images to Sight Group, +2 to PER Rolls, Only Works With Mist/Fog

Target: 8” Radius

Casting Time: Full Phase (Attack Action) Duration: Constant Range: 50” END Cost: 3 Spell Rank: Druid: 5 Wizard: 6 Witch: 5

Description: This spell allows a character to shape mists, fogs, or clouds. For example, he could form images of people out of the mist, make it spell words, or change its overall shape. He can shape the mist within an 8” radius area, which may leave some parts of a larger field of fog untouched.

The shapes formed with the mist are obvi- ously made of mist. For example, if a wizard used Mistshaping to form a cloud of fog into the shapes of ten spearmen, the spearmen would clearly be made of mist and would not fool anyone who saw them directly into thinking they were real warriors. However, a clever spellcaster may be able to use Mistshaping to trick his enemies — for example, to make them follow what seem to be fleeing enemies they can barely see through the fog.

Game Information: Images to Sight Group, +2

to PER Rolls, Increased Size (8” radius; +¾) (28 Active Points); Concentration (½ DCV throughout use; -½), Extra Time (Full Phase to cast; -¼), Extra Time (takes a Half Phase Action to maintain each Phase; -¼), Gestures (-¼), Incantations (-¼), Limited Range (50”; -¼), Only Works With Mist/Fog (-1), Spell (-½). Total cost: 6 points.

TUAITHE (CURSE)

Effect: Major Transform 8d6 (person into person with Unluck 3d6) Target: One character

Casting Time: 1 Turn (Attack Action) Duration: Instant Range: 20” END Cost: 24 Spell Rank: Druid: 12 Wizard: 12 Witch: 12

Description: Tualan spellcasters are feared for their ability to put a tuaithe, or curse, on someone who offends them. The most common cause seems to be failure to offer proper hospitality to the spell-

caster, but many other forms of offense could make a spellcaster angry enough to put a curse on someone. Typically the curse takes the form of misfortune or lack of prosperity (in the latter case, the GM simply limits the Unluck to things involved with money and property).

To cast a Tuaithe, a caster stands on one leg, closes one eye, and points one arm at the target.

Game Information: Major Transform 8d6

(person into person with Unluck 3d6, heals back through another application of this spell or a like spell) (120 Active Points); Extra Time (1 Turn; -1¼), Gestures (throughout casting; -½), Incantations (throughout casting; -½), Increased Endurance Cost (x2 END; -½), Lim- ited Range (20”; -¼), Limited Target (humans; -½), Spell (-½). Total cost: 24 points.

Options:

1) Hex: This form of Tuaithe is a Witchcraft spell. It applies the same effect, but can strike a target any- where in Tuala Morn. Add Area Of Effect (One Hex Accurate; +½) and MegaScale (hex is the size of Tuala Morn; +1¼), and change Limited Range (-¼) to No Range (-½). 330 Active Points, total cost 63 points. Spell ranks: Druid 35; Wizard 33; Witch 25.