Chapter VII: Magic
Description: You can transform one metal object into a different one. This does not change the type of metal, only its shape. You could, for example, transform a metal buckler into a flagon. This spell does not work on magical items. The craftsmanship of the new item, if important, is determined by a Channelling Test. Making an item of best craftsmanship is a Very Hard (–30%) Test, while making an item of good craftsmanship is a Hard (–20%) Test. An Average Test yields an item of common craftsmanship, while a failed Channelling Test of any Difficulty means it’s an item of poor craftsmanship. This is a touch spell. e nChanT I Tem Casting Number: 21 Casting Time: 1 minute Ingredient: A griffon’s feather (+3) Description: You can temporarily enchant an item to give a +5% bonus to any one of the bearer/wielder’s Characteristics. Function must follow form. You could enchant a sword to give a Weapon Skill bonus, for example, or a circlet for a Fellowship bonus. The enchantment lasts for one hour and an item can only bear one at a time. The item counts as magical. This is a touch spell. Casting Number: 23 Casting Time: 10 minutes Ingredient: A page from a book written by a madman (+3) Description: You seek to transmute a sick mind into a healthy one, which is quite a dangerous task. When you cast this spell, you must make a Channelling Test. If you are successful, the target loses 1d10 Insanity Points. If you fail the test, the target gains 1d10 Insanity Points instead. This is a touch spell. You cannot cast transmutation of the unstable mind on yourself. This spell does not work on animals. Ingredient: A small but ornate golden sheath worth at least 75 gc (+3). Description: You enshroud a magic item within 24 yards (12 squares) of you in strands of Chamon , suppressing its abilities. The item loses all its magical functions for 1d10 rounds. T he l ore of s hadow The Lore of Shadow is the magic of concealment, illusion, confusion, and occasionally unseen death. It is based on manipulation of Ulgu , the Grey Wind of Magic. Magisters of this lore are known as Grey Wizards and they are an enigmatic lot. They are so cloaked in deception that their true feelings and agendas are rarely known. Grey Wizards are sometimes known as illusionists or trickster Wizards. As Grey Wizards grow in power, they take on an enigmatic presence and a wolfish look to them. With long wiry grey hair and a lean, light-footed stance they begin to seem almost roguish, but for their storm grey eyes. Even with these distinctive features, folk find it hard to describe a powerful Shadow Wizard, as their faces seem grow vague and indistinct. Some claim they subtly change to fit their surroundings, but this seems too far-fetched, even for High Magisters. Lore Skill: Concealment T ransmuTaTIon of The u nsTable m Ind l aw of g old Casting Number: 26 Casting Time: Full action
Description: You summon shimmering orbs of steel that rotate around your body and protect you from incoming attacks for 1 minute (6 rounds) and then disappear. All attacks against you suffer a –10% penalty to Weapon Skill or Ballistic Skill as appropriate. l aw of l ogIC Casting Number: 7 Casting Time: 1d10 full actions Ingredient: A blank piece of paper (+1) Description: You use the magic of logic to aid one Skill or Characteristic Test. You must cast this spell before the test is taken and the spell can aid either you or an ally within 12 yards (6 squares). The random casting time (1d10 full actions) represents both the consideration of the problem and the casting of the spell. If cast successfully, law of logic provides a +20% bonus on the relevant Skill or Characteristic Test. The bonus must be used within 5 minutes of the spell’s completion. Casting Time: Half action Ingredient: A rusty nail (+1) Description: You rust and corrode one metal object within 12 yards (6 squares) of you, making it pitted and useless. You can affect an object with an Encumbrance of 75 or less. See Chapter 5: Equipment for the Encumbrance of common items. s IlVer a rrows of a rha Casting Number: 13 Casting Time: Half action Ingredient: A silver arrowhead (+2) Description: You create a number of magical silver arrows equal to your Magic Characteristic and can hurl them at one or more opponents within 48 yards (24 squares). Silver arrows are magic missiles with Damage 3. They disappear after inflicting damage. a rmour of l ead Casting Number: 14 Casting Time: Full action Ingredient: A miniature helmet sculpted of lead (+2) Description: You cause the armour of a group of enemies within 48 yards (24 squares) to have the weight of lead. Use the large template. Those affected suffer a –10% penalty to their Weapon Skill, Ballistic Skill, and Agility and a –1 penalty to their Movement Characteristic. Armour of lead lasts for 1 minute (6 rounds). T rIal and e rror Casting Number: 16 Casting Time: Full action Ingredient: An empty glass vial (+2) Description: You use magic to guide the efforts of all allies within 12 yards (6 squares) of you. Until the beginning of your next turn, each affected character is allowed to re-roll exactly one test or damage roll. The second roll is final. T ransformaTIon of m eTal Casting Number: 18 Casting Time: 1 minute Ingredient: A charm in the shape of a hammer and anvil (+2) C urse of r usT Casting Number: 9
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