Magic

This section is designated as Open Content.

Magic Points

All characters start play with Magic Points equal to their POW Characteristic score. A character's POW score also acts as a maximum limit for the amount of Magic Points a character can store at any one time.

Regaining Magic Points

Characters will automatically regain Magic Points equal to their POW every 10 hours. They will regain this amount in 5 hours if they are fully resting.

Rune Integration

Once a rune has been found, a character must integrate with it, making its power his own. This is done simply by spending one hour with the rune in relative peace and solitude, and then succeeding at a Persistence test.

If this test is failed, the character will not be able to attempt to integrate that specific rune again (though he could try with another rune of the same type).

If the test is succeeded, the character has integrated the rune and is said to be Rune Touched. He permanently loses one point of POW and no one else will be able to integrate with the rune until he dies.

The newly Rune Touched character gains the skill Runecasting (appropriate to the integrated rune) at its basic Characteristic-derived score (POW+CHA).

As long as the integrated rune is in the physical possession of the Rune Touched, he gains its runic power. As long as the integrated rune is being held by the Rune Touched, he may attempt Rune Magic linked to that rune.

Runes may not be removed once integrated.

Runic Powers

Once a character has integrated with a rune, he immediately gains its runic power, a bonus that the Rune Touched enjoy.

Runic Powers

Random D100 Roll

Rune

Runic Power

01-04

Air

Rune Touched reduces damage from falling by half and adds +10% to Athletics skill when jumping.

05-09

Beast

Rune Touched gains Survival (or +10% to Survival is already possessed) and +5% to Lore (Animal) and Resilience.

10

Chaos

Any spells with the Instant trait cast by the Rune Touched inflict a -30% penalty on attempts to resist or counterspell them.

11-13

Cold

Rune Touched ignores negative effects from exposure to cold environments.

14-17

Communication

Rune Touched gains +10% to Influence skill and gains new Language skill.

18-20

Darkness

Rune Touched gains Dark Sight and +10% to Stealth skill.

21-22

Death

An opponent suffering a Major or Serious Injury inflicted by the Rune Touched's close combat attack suffers a -10% penalty to Resilience tests to stay conscious or avoid death.

23-25

Disorder

Rune Touched adds +2 to all Strike Rank rolls.

26

Dragon

Rune Touched gains +20% to Resilience.

27-28

Dragonewt

Rune Touched will reincarnate as a dragonewt upon death.

29-32

Earth

Rune Touched gains +1 to STR, CON and SIZ.

33-36

Fate

Rune Touched may re-roll one dice roll each day.

37-40

Fertility

Rune Touched heals and recovers in half the normal time.

41-44

Fire

Rune Touched reduces damage from fire, magical or otherwise, by half.

45-47

Harmony

Rune Touched may grant a single ally +20% to a single skill test, once per day.

48-50

Heat

Rune Touched ignores negative effects from exposure to hot environments.

51-52

Illusion

Rune Touched gains Disguise skill and +5% to Sleight and Stealth skills.

53-54

Infinity

Rune Touched doubles the duration of all spells with the Duration trait.

55

Law

Any spells with the Permanent trait cast by the Rune Touched inflict a -30% penalty on attempts to resist or counterspell them.

56-58

Light

Rune Touched gains Night Sight and +10% to Perception skill.

59-62

Luck

Rune Touched may re-roll one dice roll each day.

63

Magic

Rune Touched gains +5% to all Runecasting skills.

64-67

Man

Rune Touched gains +1 to DEX, INT and CHA.

68-69

Mastery

Rune Touched gains +10% to all opposed tests.

70-72

Metal

Rune Touched's iron close combat weapons gains +1 damage, but only when wielded by the Rune Touched.

73-74

Moon

Rune Touched gains +5% to Influence, Perception, Persistence and Stealth.

75-77

Motion

Rune Touched's Movement increased by +1m.

78-81

Plant

Rune Touched gains Survival (or +10% to Survival is already possessed) and +5% to Lore (Plant) and Resilience.

82-84

Shadow

Rune Touched gains +10% to Sleight and Stealth skills.

85-87

Spirit

Any spells that target spirits cast by the Rune Touched inflict a -30% penalty on attempts to resist or counterspell them.

88-90

Stasis

Rune Touched is unaffected by Knockback, though they may still cause it themselves.

91-92

Trade

Rune Touched gains +10% to Evaluate and Lore (World) skills.

93-94

Truth

Rune Touched gains +10% to Perception and Persistence skills.

95-96

Undead

Any spells that target undead cast by the Rune Touched inflict a -30% penalty on attempts to resist or counterspell them.

97-00

Water

Rune Touched's Athletics skill is considered to be +50% when swimming.

Learning Runecasting

Once the character has learnt a Runecasting skill, he may develop it just like any other Advanced skill.

Learning Rune Magic Spells

Every spell in rune magic is graded by its Magnitude, a score that indicates its relative power. Magnitude 1 spells are the weakest and easiest to learn. Learning a spell takes one day per point of Magnitude and will cost the following.

Learning Rune Magic Spells

Magnitude

Cost

Time to Learn

1

100 silver

1 day

2

200 silver

2 days

3

400 silver

3 days

4

800 silver

4 days

5

1,600 silver

5 days

6

3,200 silver

6 days

7

6,400 silver

7 days

8

12,800 silver

8 days

+1

x2

+1 day

Casting Spells

A character must be able to hold his runes in his hands and be able to chant in order to cast a spell. A character may only hold the runes he requires for the spell he is casting.

Whenever a spell is cast using rune magic, there will always be a sight and sound automatically detected by any creatures within ten metres times the Magnitude of the spell.

In order to successfully cast the spell, a character must succeed in the appropriate Runecasting test.

If the Runecasting test succeeds, a number of Magic Points are deducted from the spellcaster's total equal to the Magnitude of the spell. The spell then takes effect normally.

If the Runecasting test fails, the spell does not take effect and the character still loses the Magic Points.

Casting Modifiers Situational Modifiers

Situation

Skill Modifier1

Spellcaster is unable to hold runes

Automatic Failure

Spellcaster is gagged or silenced

Automatic Failure

Spellcaster is restrained (but still able to hold runes)

-30%

Spellcaster is prone

-20%

Spellcaster is on unstable ground

-20%

Partially obscured target

-20%2

Heavily obscured target

-40%2

Totally obscured target

Automatic Failure

1 These modifiers are cumulative - a prone spellcaster casting at a partially obscured target decreases their Runecasting skill by -40%.

2 These modifiers only apply if the spell has a target other than the spellcaster, his immediate location, his carried possessions or a touched object/individual.

Critical Success

A critical success on a Runecasting test means that the spellcaster has been able to control the flow of the rune magic particularly effectively. The character loses one Magic Point less than normal for casting the spell (so a Magnitude 2 spell costs 1 Magic Point and a Magnitude 1 spell is free) and any attempts to resist or counter the spell suffer a -10% penalty.

Fumble

A fumble on a Runecasting test means that the spellcaster has been unable to control the flow of the rune magic. Rather than losing a single Magic Point for failing to cast the spell, the spellcaster loses a number of Magic Points equal to its Magnitude.

Casting Time

No other Combat Action may be taken while casting a spell, though the character may slowly walk up to half their Movement while spellcasting.

More powerful spells take longer to cast as the character seeks to harness the power of the runes. Such spells will always have the Casting Time (X) trait, where X signifies the number of Combat Actions is takes to cast the spell.

A spell's effect takes effect at the end of its last casting Combat Action. Spellcasters draw possible free attacks from enemies adjacent to them every Combat Action they spend spellcasting.

Distractions or attacks on the spellcaster as he casts will either automatically ruin the spell (if the spellcaster is blinded or disarmed of his runes, or suffers a Serious Wound or Major Wound) or require Persistence tests to maintain concentration on the spell.

Dismissing Spells

As a single Combat Action, a caster can dismiss any Permanent spell(s) he has cast. Ceasing to cast a Concentration spell is immediate and not a Combat Action.

Overcharging Spells

It is possible to feed more Magic Points into the casting of a spell than is normally required, empowering the spell above and beyond its normal parameters. The decision as to whether to overcharge a spell is made before the casting Runecasting test is made.

For every additional Magic Point the spellcaster decides to spend on the spell, apply a -5% penalty to the Runecasting test and any Persistence tests required due to distractions or damage during the casting period.

If the spell is successfully cast, every additional Magic Point expended in casting a spell above and beyond its normal Magic Point requirement has all the following effects:

            The spell's Magnitude is considered to be one higher for the purposes of countering it with spells such as Countermagic or Dispel Magic.

            If the spell possesses the Resist trait, the target's Resist test suffers a -10% penalty.

            If the spell possesses the Duration trait, its duration is increased by +1.

If the spellcasting fails, the spellcaster loses 1 Magic Point (as normal), plus one Magic Point for every additional Magic Point the intended spell was overcharged by.

Spell Traits & Descriptions

The traits used by spells are detailed below.

Area (X): The spell affects all targets within a radius specified in metres.

Casting Time (X): The spell takes the indicated number of Combat Actions to cast.

Concentration: The spell's effects will remain in place so long as the character concentrates on it. Concentrating on a spell is functionally identical to casting the spell, requiring the spellcaster to continue to hold the runes, chant and ignore distractions.

Duration (X): The spell's effects will stay in place for the number of minutes indicated.

Instant: The spell's effects take place instantly. The spell itself then disappears.

Magnitude (X): The strength and power of the spell. Also the minimum number of Magic Points required to cast it.

Permanent: The spell's effects remain in place until they are dispelled or dismissed.

Progressive: This indicates that the spell can be learnt and cast at greater levels of Magnitude than the minimum.

Ranged: Ranged spells may be cast upon targets up to a maximum distance of the character's POW x 5 in metres.

Resist (Dodge/Persistence/Resilience): The spell's effects do not take effect automatically. The target may make a Dodge, Persistence or Resilience test (as specified by the spell) in order to avoid the effect of the spell entirely. Note that Resist (Dodge) spells require the target to be able to use Reactions in order to dodge. In the case of Area spells, the Resist (Dodge) trait requires the target to dive in order to mitigate the spell's effect.

Touch: Touch spells require the character to actually touch his target for the spell to take effect. The spellcaster must remain in physical contact with the target for the entire casting.

Trigger: The spell will lie dormant until an event stated in the description takes place. The spell then takes effect and is expended.

Runes

This entry shows the runes a character must have integrated to learn the spell. These runes must be held in order to cast the spell. The italicised rune is the Runecasting skill used to cast the spell.

Magical Defence

Any target, whether they have integrated a rune or not, can spend Magic Points in order to increase their chance to avoid the effects of a spell with the Resist trait. Every Magic Point spent in this way grants a +5% bonus to the target's Resist test.

Rune Magic Spells

 

Babel

Casting Time 1, Duration 5, Magnitude 1, Ranged, Resist (Persistence)

Runes: Communication, Disorder

If this spell is successful, it garbles the language of the affected creature. The target can still think and, for the most part, act normally, but anything it says comes out as gibberish.

Befuddle

Casting Time 1, Duration 5, Magnitude 2, Ranged, Resist (Persistence)

Runes: Disorder, Man or Beast

The affected target may not cast spells and may only take non-offensive actions. The target may run if it so chooses and may dodge and parry normally in combat, though it may not make any attacks unless it is attacked first.

Possession of the Man rune is required for this spell to be effective against humanoids and the Beast rune is needed for it to be effective against natural creatures. Other creatures (such as spirits or magical beasts like dragons) are not affected by this spell.

Bestial Enhancement

Casting Time 2, Duration 10, Magnitude 1, Progressive, Touch

Runes: Beast

The target's Unarmed attacks are considered natural weapons and for every point of Magnitude, it increases the chance to hit with the target's natural weapons by +5% and they deal one point of extra damage. This extra damage is magical and will affect creatures that can only be hurt by magic. The base natural weapon damage remains non-magical.

Bladesharp

Casting Time 2, Duration 10, Magnitude 1, Progressive, Touch

Runes: Metal

This spell can be cast on any weapon with a blade. For every point of Magnitude, it increases the chance to hit with the weapon by +5% and deals one point of extra damage. This extra damage is magical and will affect creatures who can only be hurt by magic. The weapon's base damage remains non-magical. A weapon under the effects of Bladesharp cannot benefit from Fireblade.

Bludgeon

Casting Time 2, Duration 10, Magnitude 1, Progressive, Touch

Runes: Metal

This spell can be cast on any crushing or smashing weapon, such as a warhammer, club or mace. For every point of Magnitude, it increases the chance to hit with the weapon by +5% and deals one point of extra damage. This extra damage is magical and will affect creatures who can only be hurt by magic. The weapon's base damage remains non-magical.

Clear Path

Casting Time 1, Duration 10, Magnitude 1, Progressive, Touch

Runes: Plant

This spell allows the caster to move through even the most tangled, thorny brush as if he were on an open road. For each additional point of Magnitude, he may bring one person with him.

Co-ordination

Casting Time 2, Duration 5, Magnitude 1, Progressive, Touch

Runes: Motion

For every point of Magnitude of this spell, the target's DEX score increases by +2. A target cannot have its DEX increased in this way to more than twice its original DEX score.

Countermagic

Casting Time 1, Instant, Magnitude 1, Progressive, Ranged

Runes: Magic

Countermagic is only ever useda Reaction, and only when another spell is cast within Countermagic's Range that the character wishes to counter. A successful Countermagic disrupts the other spell and nullifies it. As long as Countermagic's Magnitude equals or exceeds the target spell's Magnitude, the target spell is countered.

Countermagic Shield

Casting Time 3, Duration 10, Magnitude 1, Progressive, Ranged

Runes: Stasis, Magic

Once cast on a subject, the Countermagic Shield will attempt to block the effects of any spells cast at the target. It will not have any effect on spells that are already affecting a character. The effects of Countermagic Shield depend on the relative Magnitude of both itself and the incoming spell - see the Countermagic Shield Results table for more details.

Countermagic Shield Results

Incoming Spell's Magnitude is. . .

Effect

2 or more points weaker than Countermagic Shield's Magnitude

Incoming spell eliminated and Countermagic Shield remains.

Equal to or within 1 point of Countermagic Shield's Magnitude

Both incoming spell and Countermagic Shield eliminated.

2 or more points stronger than Countermagic Shield's Magnitude

Countermagic Shield eliminated and incoming spell takes effect.

Cover of Night

Casting Time 1, Duration 5, Magnitude 1, Progressive, Touch

Runes: Shadow

This spell grants the target a +10% bonus on all Stealth tests per point of Magnitude and also provides them with the benefit of being partially obscured.

Darkwall

Area 5, Casting Time 2, Duration 5, Magnitude 2, Ranged

Runes: Darkness

Light sources within this area shed no light and normal sight ceases to function. Other senses such as a bat's sonar function normally.

If the caster also possesses the Movement rune, he may move the Darkwall one metre per Combat Action. If this option is chosen, the spell gains the Concentration trait.

Demoralise

Casting Time 1, Duration 5, Magnitude 2, Ranged, Resist (Persistence)

Runes: Disorder

The target of this spell has all Weapon skills halved and may not cast offensive spells. If this spell takes effect before combat begins, the target will try to avoid fighting and will either run or surrender. The effects of this spell are automatically cancelled by the Fanaticism spell and vice versa.

Detect X

Casting Time 1, Concentration, Magnitude 1, Ranged

Runes: Truth

This is actually several spells, though they all operate in a similar fashion, which allow the caster locate the closest target of the spell within its range. This effect is stopped by a thick substance such as metal, earth or stone that is at least one metre thick. It is also blocked by Countermagic Shield, though the caster will know the target is somewhere within range (though not its precise location) and that it is being protected by Countermagic Shield. The separate Detect spells are listed below.

Detect Enemy: Gives the location of one creature who intends to harm the caster.

Detect Magic: Gives the location of the nearest magic item, magical creature or active spell.

Detect Species: Each Detect Species spell will give the location of the nearest creature of the specified species. Examples of this spell include Detect Duck, Detect Rhino and Detect Trollkin.

Detect Substance: Each Detect Substance spell will give the location of the nearest substance of the specified type. Examples of this spell include Detect Coal, Detect Gold and Detect Wood.

Dispel Magic

Casting Time 2, Instant, Magnitude 1, Progressive, Ranged

Runes: Disorder, Magic

This spell will attack and eliminate other spells. Dispel Magic will eliminate a combined Magnitude of spells equal to its own Magnitude, starting with the most powerful affecting the target. If it fails to eliminate any spell (because the spell's Magnitude is too high), then its effects immediately end and no more spells will be eliminated. A spell cannot be partially eliminated, so a target under the effects of a spell whose Magnitude is higher than that of Dispel Magic will not have any spells currently affecting it eliminated.

Disruption

Casting Time 1, Instant, Magnitude 1, Ranged, Resist (Resilience)

Runes: Disorder

Disruption literally pulls a target's body apart. The target will suffer 1D3 points of damage to a random hit location, ignoring any armour points.

Dragon Breath

Casting Time 1, Instant, Magnitude 1, Ranged, Resist (Dodge)

Runes: Dragon

With this spell, the caster spits a stream of fire at his target. If the fire is not dodge, it inflicts 1D8 points of heat damage. Armour points are effective against this damage and it counts as both magical and fire damage.

Dullblade

Casting Time 1, Duration 10, Magnitude 1, Progressive, Ranged

Runes: Metal

This spell can be cast on any weapon but will not affect unarmed attacks or natural weaponry. For every point of Magnitude, it reduces the damage dealt by the target weapon by one.

Emotion

Casting Time 2, Duration 5, Magnitude 3, Ranged, Resist (Persistence)

Runes: Moon

If the caster is able to affect the target with this spell, he can cause the target to feel whatever emotion he desires.

Endurance

Casting Time 2, Instant, Magnitude 1, Progressive, Touch, Trigger

Runes: Fertility

For every point of Magnitude, this spell will restore one level of Fatigue the target is currently suffering from.

Extinguish

Casting Time 1, Instant, Magnitude 1, Progressive, Ranged

Runes: Air

This spell instantly puts out fires. At Magnitude 1, it can extinguish a Flame, Magnitude 2 a Small Fire, Magnitude 3 a Large Fire and Magnitude 4 will put out an Inferno.

Fanaticism

Casting Time 1, Duration 5, Magnitude 1, Ranged

Runes: Law

The target of this spell will have all close combat Weapon skills increased by +20% but may not attempt to parry or cast spells. The target will also have its Dodge skill halved. The effects of this spell are automatically cancelled by the Demoralise spell and vice versa.

Fate

Casting Time 2, Instant, Magnitude 1, Progressive, Touch, Resist (Persistence)

Runes: Fate

This spell allows the caster to influence fate, either for the good or ill of the target. The caster can increase or decrease the target's next skill test by 10% for each point of the spell's Magnitude. Only the next skill test made after the spell's casting is affected.

Firearrow

Casting Time 1, Magnitude 2, Touch, Trigger

Runes: Fire

Casting this spell on a missile weapon will cause it to burst into flame when it is fired and strikes a target. When it hits a target, the missile will deal 1D10 points of magical fire damage instead of its normal damage. A missile under the effects of Firearrow cannot benefit from Multimissile or Speedart.

Fireblade

Casting Time 3, Duration 5, Magnitude 4, Touch

Runes: Fire

For the duration of the spell, this weapon will deal 1D10 magical fire damage instead of its normal damage. A weapon under the effects of Fireblade cannot benefit from Bladesharp.

Frostbite

Casting Time 1, Instant, Magnitude 3, Ranged, Resist (Resilience)

Runes: Cold

This attack spell allows the caster to freeze his opponent, dealing 1 point of damage to all hit locations, ignoring any armour points. Magical effects that protect against cold damage can block this effect, but mundane items are ineffective.

Glamour

Casting Time 2, Duration 5, Magnitude 1, Progressive, Touch

Runes: Harmony

For every point of Magnitude of this spell, the target's CHA score increases by +2. A target cannot have its CHA increased in this way to more than twice its original CHA score.

Golden Tongue

Casting Time 2, Duration 10, Magnitude 1, Progressive, Touch

Runes: Trade

The touched creature gains a bonus to any opposed Evaluate or Influence test equal to 5 x the Magnitude of the spell. This bonus only applies when a character is evaluating, buying or selling goods or equipment.

Good Fortune

Casting Time 2, Concentration, Magnitude 1, Progressive, Touch

Runes: Luck

For as long as the caster maintains concentration, every target gains a +10% bonus to any skill tests he is called upon to make. For every point of Magnitude, one person can targeted by the spell.

Hand of Death

Casting Time 1, Duration 1, Magnitude 5, Resist (Resilience), Touch, Trigger

Runes: Death

If he succeeds in casting the spell, his hand is charged with the spell. The Duration of the spell refers to the amount of time the hand may remain 'charged' before the spell simply expires. Once the effect has been unleashed, the wielder's hand is no longer charged.

Touching an unsuspecting target, or succeeding at an Unarmed attack against a wary target, releases the spell's effect. If the Resilience test to resist the effect is failed, the hit location touched immediately suffer enough damage to cause a Major Wound. If the Resilience test is a success, the target only loses a single hit point. Armour points do not protect against this damage.

Heal

Casting Time 1, Instant, Magnitude 1, Progressive, Touch

Runes: Fertility

For every point of Magnitude of this spell, the caster can repair one hit point of damage to a hit location of either himself or another target of the same species. Creatures of a different species will have half this damage repaired (minimum of one hit point restored).

A Magnitude 6 or higher Heal spell will also re-attach a severed limb if accompanied with a successful First Aid test and accomplished within ten rounds of the loss.

A Magnitude 8 or higher Heal spell will also cure any single poison or disease affecting the target.

Ignite

Casting Time 1, Instant, Magnitude 1, Ranged

Runes: Fire

Ignite will set fire to anything flammable within range, creating a Flame. Skin or flesh cannot be ignited and if the target is attached to a living being (such as hair, fur or clothes) then the spell gains the Resist (Resilience) trait.

Light

Area 10, Casting Time 1, Duration 10, Magnitude 1, Ranged

Runes: Light

Cast on a physical object (including living material), this spell causes the object to shed light across the area of effect. The area is considered to be illuminated. Note that only the specified area is illuminated - everything outside the area of effect is not. This spell creates raw light, not a flame.

Mindspeech

Casting Time 1, Duration 10, Magnitude 1, Progressive, Ranged

Runes: Communication

This spell can affect one target for every point of Magnitude. It allows telepathy between the caster and any target, though targets will not have telepathy with one another. The words transmitted by telepathy must be whispered and will be heard directly in the head of the recipient, in the same language in which it was spoken.

Mobility

Casting Time 2, Duration 5, Magnitude 1, Progressive, Ranged

Runes: Motion

For every point of Magnitude of this spell, the target's Movement score will be increased by one metre.

Multimissile

Casting Time 2, Duration 1, Magnitude 1, Progressive, Touch, Trigger

Runes: Infinity

If the spellcaster succeeds in casting the spell, a missile weapon is charged with the spell. The Duration of the spell refers to the amount of time the missile may remain 'charged' before the spell simply expires. A missile under the effects of Multimissile cannot benefit from Firearrow or Speedart.

When the Multimissile-enchanted missile is fired/thrown, one additional magical missile is created for every point of Magnitude. Each magical missile's attack is rolled for separately and each does the same damage as the original (though they will not benefit from the character's damage modifier). Magical missiles created through Multimissile will not cause critical hits, though the original missile can. Magical missiles created through Multimissile are magical and will affect creatures who can only be hurt by magic.

Oath of Ordeal

Casting Time 2, Concentration, Magnitude 2, Resist (Persistence), Touch

Runes: Truth

The target must speak the truth as he knows it while under the effect of this spell, or he will be burned by any metal in contact with his flesh (causing one hit point of damage per Combat Round on the stricken location). This spell may not be resisted, but it will be obvious to the spellcaster if his Oath of Ordeal spell has been resisted.

Pierce

Casting Time 2, Duration 5, Magnitude 1, Progressive, Touch

Rune: Stasis

This spell can be cast on any weapon with a blade or point. For every point of Magnitude, it ignores one armour point when it strikes an armoured location. Pierce can go bypass magical armour as easily as normal armour.

Protection

Casting Time 1, Duration 10, Magnitude 1, Progressive, Ranged

Runes: Earth

For every point of Magnitude of this spell, one armour point is added to every hit location of the target. This stacks with any existing armour and is treated in the same way.

Repair

Casting Time 1, Instant, Magnitude 1, Progressive, Touch

Runes: Metal

Every point of Magnitude of this spell will repair one hit point of damage to any one non-living target. The marks of repair will remain visible, unless an appropriate Craft test is made at the time of casting.

Second Sight

Casting Time 2, Duration 5, Magnitude 3, Ranged

Runes: Spirit

Though it is blocked by anything that blocks normal vision, Second Sight allows the caster to gauge the POW of every creature and magic item within range. The caster will know if each aura created by POW is less than his own POW, within three points of his own POW or greater than his own POW.

Additionally, Second Sight provides a +15% bonus on Perception tests to notice hidden magical items or hiding people. Second Sight will also reveal invisible entities, though only a hazy image will show (treat such targets as partially obscured).

Shimmer

Casting Time 1, Duration 5, Magnitude 1, Progressive, Ranged

Rune: Illusion

Causing the target's image to blur and distort, every point of Magnitude of this spell causes the target's Dodge skill to increase by +5%.

Skybolt

Casting Time 1, Instant, Magnitude 3, Ranged, Resist (Dodge)

Runes: Chaos

The caster can summon a lightning bolt from the heavens regardless of the weather. The bolt must strike a target outdoors in plain view. Skybolt inflicts 3D6 points of damage to a single random location, ignoring any armour points.

Slow

Casting Time 1, Duration 5, Magnitude 1, Progressive, Ranged, Resist (Resilience)

Runes: Movement

For every point of Magnitude of this spell, the target's Movement score will be decreased by one metre. A target's Movement may not be reduced to below one metre through use of this spell.

Speedart

Casting Time 1, Magnitude 1, Touch, Trigger

Runes: Movement

Cast on a missile weapon, this spell is triggered when it is fired. Attempts to parry or dodge the missile suffer a -5% penalty per Magnitude of the spell and damage is increased by one point per Magnitude. A missile under the effects of Speedart cannot benefit from Firearrow or Multimissile.

Strength

Casting Time 2, Duration 5, Magnitude 1, Progressive, Touch

Runes: Beast

For every point of Magnitude of this spell, the target's STR score increases by +2. A target cannot have its STR increased in this way to more than twice its original STR score.

Thunder's Voice

Casting Time 1, Duration 10, Magnitude 1, Progressive, Touch

Runes: Mastery

For every point of Magnitude of this spell, the target will have +10% added to its Influence skill. The target's voice may also be heard at up to the spell's Magnitude x 100 in metres.

Undead Bane

Casting Time 2, Duration 10, Magnitude 1, Progressive, Area 5, Resist (Persistence)

Runes: Death

Any undead attempting to enter the protected area must resist the spell in order to do so. Undead within the zone at the time of its creation must resist it or be compelled to leave as quickly as possible.

Versatility

Casting Time 2, Duration 5, Magnitude 1, Progressive, Touch

Runes: Man

For the duration of the spell, the target may attempt any skill test with a skill score of 10 x the Magnitude of Versatility. Versatility may attempt any skill, with the exception of Magic skills such as Runecasting.

Vigour

Casting Time 2, Duration 5, Magnitude 1, Progressive, Touch

Runes: Beast

For every point of Magnitude of this spell, the target's CON score increases by +2. A target cannot have its CON increased in this way to more than twice its original CON score.

Warmth

Casting Time 1, Duration 10, Magnitude 1, Progressive, Touch

Runes: Heat

The target suffers no penalties to Fatigue tests from a cold environment while this spell is functioning. Warmth also protects the target from one point of cold damage (magical or mundane) for every point of Magnitude.

Water Breath

Casting Time 2, Duration 5, Magnitude 1, Progressive, Touch

Runes: Water

This spell allows the target to breathe water for the duration of the effect. For every point of Magnitude, one additional person can be included in the spell. Water Breath has no effect on the target's ability to breathe air.