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. . . .新たにかけられた呪文の強度は・・・です。 |
Effect 効果 |
2 or more points weaker than Countermagic Shield’s Magnitude .≪抵抗の盾≫の強度より2ポイント以上弱い |
Incoming spell eliminated and Countermagic Shield remains. .新たにかけられた呪文は除去され、≪抵抗の盾≫が残ります。 |
Equal to or within 1 point of Countermagic Shield’s Magnitude .≪抵抗の盾≫の強度と等しいか1ポイント以内 |
Both incoming spell and Countermagic Shield eliminated. .新たにかけられた呪文と≪抵抗の盾≫が共に除去されます。 |
2 or more points stronger than Countermagic Shield’s Magnitude .≪抵抗の盾≫の強度より2ポイント以上強い |
Countermagic Shield eliminated and incoming spell takes effect. .≪抵抗の盾≫が除去され、新たにかけられた呪文が効力を発します。 |
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, Duration 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.