| |
- Enhance Fangs (1): ranged, temporal, stackable, reusable.
Increases damage of a bite by 1d6 per point. Target must have natural
Bite Attack (humans, newts, teutans, and goblins have this).
- Enhance Claws (1): ranged, temporal, stackable, reusable.
Claw damage (all) increases by 1d6 per point. Target must have natural
Claw Attack (humans, teutans, and goblins do not have this, newts do).
- Lure Beast (1): ranged, temporal, stackable, reusable.
This active spell only affects fixed INT, physical plane creatures.
If the creature's MPs are overcome the animal must move toward the caster
at walking speed. The caster can halt this motion, stopping the beast
in its tracks, and begin it again at will for the duration of the spell.
For each point in the spell, one beast may be affected.
- Hurling (1): ranged, temporal, stackable, reusable.
For the duration of the spell, all objects thrown by the spell's target
have a range multiplied by five. For each extra point of Hurling used
the range is increased by another five times (ie. 2 point is 10 times,
3 point is 15 times, etc.) The spell does not increase range of bows,
crossbows, but does have a partial effect on blowguns and slings, multiplying
the range by 2 for each point of Hurling.
- Trip (lose action, can't flee)
(2): ranged, instant, nonstackable, reusable. Causes target to fall
over and take at least 3 SR to get up, MP must be overcome.
- Enhance Hide (1): ranged, temoral, stackable, reusable.
If cast on a mammal, then the target gains and armor increase of 4 points
per point of spell.
- Improve
Fieldcraft (1): personal,
continuous, stackable. Each point provides a two point bonus to the
skill. Experience is still calculated without the bonus of this spell.
Example, two points of Improve will make the skill effectively four
higher (ie. 16 to 20 skill), but experience rolls are still made based
on the base skill (16 in this example).
- Call Monster (1): ritual Summon spell, reusable. Can
be cast by a group of worshipers. Each participant casts the spell in
the same melee round, calling for the same type of creature. Each person
who successfully casts the spell may then expend MPs for the Calling.
The spell succeeds if the Priest leading the ceremony succeeds in a
Summon roll (which takes only the one round, not an hour) and if the
MPs expended are greater than the sum of the creature's characteristics.
If more than one of the creature is desired, MPs equal to the sum of
all their characteristics must be expended. The spell call a creature
that is on the mundane plane and it will arrive in a d10 melee rounds.
The creature(s) are under the complete control of the caster. Modify
slightly: more MPs for tougher creatures.
- Embody Maquar (1, +2 Train [All]) (1): personal,
continuous, stackable. Each point provides a two point bonus to the
skill when used. Experience is still calculated without the bonus of
this spell. Example, two points of Improve will make the skill effectively
four higher (ie. 16 to 20 skill), but experience rolls are still made
based on the base skill (16 in this example).
|