Spells
The following spells are all rumoured to exist, although no one
has actually been able to confirm their existence. We toil daily to
test the veracity of these claims.
--Kolovon Ligasmu
Blood Punishment | |
Threads: 1 | Weaving Difficulty: 10/18 |
Range: 25 yards | Duration: Rank+3 rounds |
Effect: Willforce | |
Casting Difficulty: Target’s Spell Defense | |
Blood Punishment was created to hurt those who
use extensive amounts of blood magic. The wizard glares sternly at the
target while casting this spell. When the spell is cast, the target immediately
feels a horrible pain centered around any blood charms, runic scars, or other
sources of blood magic. For the duration of the spell, the target operates as
if he had a number of Wounds equal to the number of points of blood magic he possesses.
|
Blood Punishment can be canceled in a few ways. If the blood magic is removed (pulling off a blood charm, for instance), the pain stops immediately. In addition, a Willpower Test against the result of the Effect Test will end the spell. Blood Punishment is particularly effective on blood elves. A blood elf's Toughness step counts as an equal number of points of Blood Magic for these purposes (i.e. their Recovery step, from the Recovery Test they lose from the Ritual of the Thorns). |
Raw Karma Production | |
Threads: 2 | Weaving Difficulty: 9/15 |
Range: 10 yards | Duration: Rank + 5 rounds |
Effect: Produces raw karma | |
Casting Difficulty: Target’s Spell Defense | |
Raw Karma Production allows the target to consume a
portion of his own pattern to produce extra karma points at a great cost.
Each round of the spell's duration, the target may choose to produce from 0-2
points of raw Karma. Each of these points must be spent during that round or they are
lost. Because of the pure nature of their energy, these points may be spent
on any Test, even in conjunction with other Karma points. Both raw points can even be spent
on the same test.
This power does not come without a cost. Each raw Karma point produced causes an automatic Wound to the target at the end of the round. This Wound does no damage, but can provoke a Knockdown and accumulate for penalties. The Wound is caused as the target's pattern is burned away (much like the Aura Strike spell). |
Circle Five Nethermancer
Corruption Bolt | |
Threads: 1 | Weaving Difficulty: 9/14 |
Range: 100 yards | Duration: 1 round |
Effect: Variable | |
Casting Difficulty: Target’s Spell Defence | |
Corruption Bolt is a spell that draws energy from tainted regions
of astral space and damages foes with astral corruption. The effect of the spell is visible
as a bolt of black energy crackling towards the target. Roll the Effect step for damage, reduced
for Mystic Armour. The Effect step varies with the corruption of astral space in the area; in a
Safe zone, the Effect is merely Willforce, as all the damage is caused by pure energy. In Open zones,
the Effect step rises to Willforce+3. In Tainted zones, the Effect is Willforce+7. And in Corrupt
zones, the Effect is Willforce+10, as the energy bolt is almost fully corrupted energy.
The side effects on the caster and target are still unknown, as this spell is untested. |
Circle Seven Nethermancer
Heroic Talent | |
Threads: 2 | Weaving Difficulty: 11/19 |
Range: Touch | Duration: Rank rounds |
Effect: Willforce | |
Casting Difficulty: 14/Target’s Spell Defence | |
This spell allows a Nethermancer to summon a spirit with a specific talent and temporarily instill that talent into the spell recipient. The target must already possess the ability to be replaced, and the spell guarantees that the summoned spirit has the desired talent. The spell is cast, rolling against the spirit's Spell Defence (14), and, if the result of the Spellcasting Test beats the recipient's Spell Defence as well, the spirit coalesces and merges with the target. The spirit's talent Rank replaces the target's for the duration of the spell. The spirit's talent Rank is equal to the value of the Effect Test. A target can only be affected by the result of one Heroic Talent spell at any one time. |
Circle Eight Nethermancer
Spirit Talent | |
Threads: 3 | Weaving Difficulty: 11/19 |
Range: Touch | Duration: Rank rounds |
Effect: Willforce | |
Casting Difficulty: 16/Target’s Spell Defence | |
Like Heroic Talent, this spell allows a Nethermancer to summon a spirit with a specific talent and temporarily instill that talent into the spell recipient. Unlike Heroic Talent, the target need not already possess the ability to be replaced. The spell guarantees that the summoned spirit has the desired talent. The spell is cast, rolling against the spirit's Spell Defence (16), and, if the result of the Spellcasting Test beats the recipient's Spell Defence as well, the spirit coalesces and merges with the target. The spirit's talent Rank replaces the target's for the duration of the spell. The spirit's talent Rank is equal to the value of the Effect Test. A target can only be affected by the result of one Spirit Talent spell at any one time. |
Circle One Illusionist
Chamberlain's Displace Image | |
Threads: 1 | Weaving Difficulty: 7/15 |
Range: Touch | Duration: Until dispelled |
Effect: Projects image 3 yards away | |
Casting Difficulty: Target’s Spell Defense | |
Has the same effect as the original "Displace Image", except there is no set duration on the length of the spell. |
Last Updated 07/14/00 by Paul
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