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.

 
Wizardry

Circle Five Wizard

Blood Punishment
Threads: 1Weaving 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.
    Example: Maxwell Highcliffe casts Blood Punishment on Briana. Briana has 5 points of blood magic from a blood charm and her Blood Peace oath from her Group True Pattern. She immediately feels horrible pain and suffers a -4 step penalty to all actions until the spell wears off or is dispelled. If Briana had 3 Wounds already, she wound suffer a -7 step penalty.

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: 2Weaving 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).


 


Nethermancy

Circle Five Nethermancer

Corruption Bolt
Threads: 1Weaving 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: 2Weaving 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: 3Weaving 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.



Illusion

Circle One Illusionist

Chamberlain's Displace Image
Threads: 1Weaving Difficulty: 7/15
Range: TouchDuration: 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.


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Last Updated 07/14/00 by Paul

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