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- Derive
Potence (1): touch, instant, nonstackable,
reusable. Spell is used to derive the potence from a dead magical animal
or plant into a physical form. Can also be used to derive Potence from
self. Self derivation results in one physical Potence for two internal
Potence spent. The potence derived will last permenantly until used.
- Guided
Avoid (2): touch, temporal, nonstackable, reusable. Spell raises
success level of the skill roll, even if the skill roll was missed.
If the skill is used in an opposed roll situation, add 6 to the 2d6
roll. Example, priestess casts Guide Avoid on self and has a skill of
Avoid 15. On a roll of 15, she would have a special success (normal
increased to special). On a roll of 16, she failed but the spell would
cause her to get a normal success. Note: If she rolled a 20, she would
have failed due to automatic failure on a 20.
- Improve
[Agriculture, Investigation, Read Any] (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). Improve Read Any improves the ability to read all languages
the character knows or learns.
- Mana
Strike (1): ranged, instant, stackable, reusable. Spell lowers mana
of target, WITHOUT requiring Personal Mana (PM) to be overcome first.
Each point of the spell lowers PM of the target by 2 points, and if
mana drops to -1 (cannot drop below -1), target passes out (like normal).
Example, priestess casts Mana Strike 3 on enemy, lowering PM of the
enemy by 6 points
- Pact
with Spirit (2): self, continuous, nonstackable. Target of the spell
can engage or be engaged in spirit combat, but cannot be lowered to
-1 PM (and cannot lose 1 Spirit or go unconscious).
- Revealing
(2): ranged, temporal, nonstackable, reusable. Allows caster to sense
the area around them in a general way. Effects are that any attacks
from any direction use normal defense, hidden beings are revealed, magical
blindness is dispelled, and the entire area within about 100 meters
is seen. Stone, metal, and similar substances block this vision area,
but line of sight is not required so the vision will "wrap-around"
twisted passages out to the range of the spell.
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