Chapter VII: Magic
your Attacks Characteristic for 1 minute (6 rounds) and you can take the swift attack action as a half action. You can still only take one attack action per round. d Ismay f oe Casting Number: 16 Casting Time: Half action Ingredient: A beaten copper mask (+2) Description: You take on the wrathful aspect of Myrmidia. For a number of rounds equal to your Magic Characteristic, any opponent struck by you in melee must make a Terror Test. A test must be made for each successful attack. Those who fail become terrified. s hIeld of m yrmIdIa Casting Number: 20 Casting Time: 1 full action and 1 half action Ingredient: A shield (+2) Description: You bless your allies with Myrmidia’s protection. All your allies within 24 yards (12 squares) of you gain +1 Armour Point on all locations, though the maximum of 5 APs still applies. Shield of Myrmidia lasts for one minute (6 rounds). T he l ore of r anald Ranald is the God of Good Fortune. He is often associated with thieves, rogues, gamblers, and other unsavoury characters, but the common folk also view Ranald as a patron. Priests of Ranald are tricksters by nature and use their spells as they think Ranald intended. Those that call upon Ranald often find themselves obsessed with change, gambling and telling tall tales. s TealTh of r anald Casting Number: 5 Casting Time: Full action Ingredient: A tuft of cat fur (+1) Description: Ranald blesses you with incredible stealth. For a number of minutes equal to your Magic Characteristic, you gain a +20% bonus to Concealment and Silent Move Tests. Should you run across a magic alarm during this time, you can bypass it with a successful Channelling Test. g ood f orTune Casting Number: 7 Casting Time: Full action Ingredient: A rabbit’s foot (+1) Description: You gift one character with the luck of Ranald for 1 minute (6 rounds). During that time, the subject of the spell can reverse the order of the percentile dice on any one Skill or Characteristic Test. A Concealment Test of 82%, for example, could be made into a 28% instead. This is a touch spell and you can cast it on yourself. A character can only benefit from one good fortune spell at a time. o pen Casting Number: 9 Casting Time: Half action Ingredient: A key (+1) Description: You cause any one lock, bolt, or latch within 2 yards (1 square) to unlock, unbolt, or lift. They remain open for 1 minute (6 rounds) and cannot be forced shut in that time (though you may shut them if you wish). This spell can
problem you are currently experiencing. The GM must secretly make a Fellowship Test on your behalf. If successful, you receive a vision that relates to your problem and may offer clues to help you resolve it. If the test is failed, you receive a bizarre vision that seems like it might have meaning but is really just a confusing mess. s leep of d eaTh Casting Number: 20 Casting Time: Full action Ingredient: A small silver scythe (+2) Description: You cause a group of enemies within 24 yards (12 squares) to slumber like the dead. Use the large template. Those affected fall asleep for 1d10 rounds unless a successful Will Power Test is made. Sleeping characters are considered to be helpless. This miracle is often used to calm the bereaved. Particularly the noisy ones. T he l ore of m yrmIdIa Myrmidia is the Goddess of Soldiers and Strategists, and patron deity of Estalia and Tilea. She offers a counterpoint to the fury of the barbarous Ulric, promoting rather the art and science of warfare. Her Priests spread her teachings amongst armies and mercenaries bands and use their spells to prove the superiority of Myrmidia’s way of warfare. Those who call upon Myrmidia often become quick to act, uncaring of overwhelming odds, and very loud in their speech. s pear of m yrmIdIa Casting Number: 5 Casting Time: Half action Ingredient: A whetstone (+1) Description: Your weapon, which must be a spear, is imbued with Myrmidia’s power. It counts as having the Armour Piercing quality and as magical for 1 minute (6 rounds). I nspIred l eadershIp Casting Number: 7 Casting Time: Full action Ingredient: A baton (+1) Description: You take on an aura of authority, inspiring allies with faith in your abilities. For a number of minutes equal to your Magic Characteristic, you gain a +20% to all Command and Academic Knowledge (Strategy/Tactics) Tests. Furthermore, any allies within 12 yards (6 squares) can re-roll any failed Fear or Terror Tests they are required to take during the spell’s duration. s kIll of C ombaT Casting Number: 10 Casting Time: Full action Ingredient: A bundle of sticks (+1) Description: You instil your allies with the skill of Myrmidia. For a number of rounds equal to your Magic Characteristic, all allies within 24 yards (12 squares) of you gain a +10% bonus to their Weapon Skill. q uICk s TrIke Casting Number: 14 Casting Time: Full action Ingredient: A charm engraved with a lightning bolt (+2) Description: Infused with Myrmidia’s power, you gain a +1 bonus to
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