Chapter VII: Magic
disguises within 48 yards (24 squares) of you. All concealed characters are also revealed to you. b lIndIng l IghT Casting Number: 24 Casting Time: Full action Ingredient: A polished mithril disc (+3) Description: You create an explosion of shimmering light within 48 yards (24 squares) that blinds those in the area. Use the large template. Those affected must make an Agility Test. On a failed test, victims are blinded, which reduces their Agility, Movement, Weapon Skill by half (rounded down) and their Ballistic Skill to 0. Furthermore, they automatically fail all Perception Tests involving sight. Those that pass the test suffer the effects of the dazzling brightness spell instead. In either case, the spell’s effects last for 1d10 rounds. Ingredient: A wand made from an oak that’s been struck by lightning (+3) Description: You rend the very Aethyr and cast a group of Daemons within 48 yards (24 squares) back to whence they came. Use the large template. Affected Daemons must make a successful Will Power Test or be banished back to the Realm of Chaos. p Illar of r adIanCe Casting Number: 28 Casting Time: Full action Ingredient: A diamond worth at least 100 gc (+3) Description: You focus and concentrate the energy of Hysh into a deadly column of burning light anywhere within 48 yards (24 squares). Use the large template. Those affected take a Damage 4 hit and must make a successful Agility Test or suffer the effects of the dazzling brightness spell. As this is such a potent conjuration, all Wizards within a 5-mile radius are aware of the disturbance in the Aethyr that this spell causes. Using this spell for anything other than Daemonic combat is deeply frowned upon by the Elder Heirophants of the Light Order. T he l ore of m eTal The Lore of Metal is the magic of transmutation, logic, applied knowledge, empirical investigation and experimentation. More commonly known as alchemy, it is based on manipulation of Chamon , the Yellow Wind of Magic. Magisters of this lore are known as Gold Wizards or Alchemists and they are amongst the most learned folk of the Empire. Alchemists make frequent use of ritual magic (see page 168) and their most legendary transmutations are spells of this type. As they grow in power, Gold Wizards become more conservative in their attitudes, preferring to deal with tangible, pragmatic, measurable things, rather than fancy new ideas. Mirroring this consolidation, their bodies grow ever slower and stiffer, the joints seizing and the skin growing thick and calloused with a goldish hue. Many elder Wizards resort to contraptions to get their frozen bodies about. Lore Skill: Academic Knowledge (Science) g uard of s Teel Casting Number: 5 d aemonbane Casting Number: 26 Casting Time: 1 full action and 1 half action
b anIsh Casting Number: 13 Casting Time: Full action Ingredient: An oak wand (+2) Description: You wrap a Daemon within 24 yards (12 squares) of you in the tendrils of Hysh , using the pureness of light to banish it back to the Realm of Chaos. If the spell is cast successfully, the banishment is resolved as an Opposed Will Power Test. If you win, the Daemon disappears. If you lose, it remains. In the case of a stalemate, the two of you remain locked in mental combat. Neither of you can take any other actions (including dodge) while the struggle continues. Make Opposed Will Power Tests on each of your turns until one of you is victorious. Banish can also be used to exorcise the possessed. I nspIraTIon Casting Number: 16 Casting Time: 1 minute Ingredient: A page from a book (+2) Description: You open your mind to Hysh and let the light of wisdom illuminate a vexing intellectual problem. Upon the spell’s completion, you can make a single Knowledge Skill Test with a +30% bonus. e yes of T ruTh Casting Number: 20 Casting Time: Full action Ingredient: A glass sphere (+2) Description: Your eyes shine with the light of truth. For a number of rounds equal to your Magic Characteristic, you can see through illusions, magical and mundane darkness, invisibility, and
Casting Time: Half action Ingredient: A steel ball (+1)
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