Personal Magic Spells E to H

Enhance (Skill)

Like Detect (Type), this includes several different spells, each of which affects a different non-combat skill.  For each point of magnitude, the recipient gains +10% to any skill test using the Enhanced skill.  Alternatively, for each additional point of magnitude of the spell, the caster can affect one more target.  How the caster allocates this magnitude between bonuses and targets is up to the caster, providing each bonus are in multiples of 10%, and the total of bonuses equals the spells magnitude x 10%.

For example, Ethelred may have Enhance (Deception) 5.  He could cast it all on himself to give a whopping +50% to their Deception or could cast it on himself and an ally, giving himself +30% and their ally +20%. If in a larger group, he could even cast it on 5 allies, each of whom would gain +10% to their Deception skill.

The most common spells of this type are:

Enhance (Deception), often used by thieves.

Enhance (Trade), used by merchants.

Enhance (Influence), used by lawyers, con-artists and officers.

Enhance (Resilience), used by warriors.

Enhance (Persistence), used by magicians.

Extinguish

Instant

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

Magnitude 2, Non-Variable

The target of this spell will have close combat and unarmed combat skills increased by +20% but may not attempt  to  cast spells. Also, for the duration of the spell, the target has a +50% bonus to any Persistence test. The Demoralise spell and vice versa automatically cancel the effects of this spell.

Farsight

Concentration

Each point of this spell extends the caster’s field of vision by twenty metres as long as they maintain their concentration.  Although they can see small details at a distance, this spell does not let the caster see through walls or other obstructions.

Firearrow

Magnitude 2, Touch, Trigger, Non-Variable

Casting this spell on a missile weapon will allow it to fire magical missiles of flame. When one of these missiles hits a target, it deals 1D10 points of magical fire damage. Since the Firearrow does magical damage, it affects creatures that are immune to normal damage. A target remains on fire once hit, taking 1D10 damage per round in subsequent rounds, until they spend a combat action putting out the flames or someone successfully casts Extinguish on them. A missile weapon under the effects of Firearrow cannot benefit from Multimissile or Speedart

Fireblade

Magnitude 4, Touch, Non-Variable

For the duration of the spell, the target weapon deals an additional 1D10 magical fire damage as well as its normal damage. One struck by the weapon remains on fire, taking 1D10 damage per round in subsequent rounds, until they spend a combat action putting out the flames or someone successfully casts Extinguish on them. A weapon under the effects of Fireblade cannot benefit from Weapon Enhance. Since Fireblade does magical damage, it damages creatures immune to normal damage.”

Fist of Gold

This spell creates a minor illusion of 1D10 Gold Ducats per level of magnitude that persists for the duration of the spell.

Fist of the Wind

Instant

Each point of magnitude allows the caster to make one extra unarmed attack. These attacks happen in a blur of motion as soon as the spell fires (i.e. when the spell takes effect), instead of the normal combat order that the character’s attacks happen on. An attack roll is made separately for each attack.

Frostbite

Magnitude 2, Non-Variable, Instant, Resist (Resilience)

This attack spell allows the caster to freeze their opponent, dealing 1D8 points of damage, ignoring any armour points. Magical protection that protects against cold damage can block this effect, but mundane items (such as severe weather gear) are ineffective.

Glue

Touch, Area

This spell covers an area of one centimetre square for each magnitude with extremely sticky glue. If a creature steps on the glue, it must make an Athletics roll vs. the magnitude x 10% to avoid being stuck for one round. On subsequent rounds, it must make the same roll to break free. This spell can also make conventional repairs, for example repairing a broken sword, with magnitude x 10% being the chance that the item won’t break again if used in circumstances that would cause it to.

Harden

Magnitude 1, Non-Variable, Touch

This spell makes a target item unbreakable for the duration of the spell.  Therefore, weapons with this spell cast on them will not break when a fumble occurs in combat, and it allows items that are normally too brittle to be wielded in combat to be used as improvised weapons.

Heal

Instant, Touch

For every point of the magnitude of this spell, the caster can repair one hit point to damage to either themselves or another target.

Mortal Wounds. A magnitude 6 or higher Heal spell will heal a mortal wound (any damage that takes the character to zero hit point or less) instantly, restoring them to one hit point.

Curing Disease or Poison. At magnitude 5 or higher , a Heal spell will also cure any single poison or disease affecting the target. Lost hit points are restored normally, but any other damage caused by the poison or disease, such as characteristic loss, will not be restored.

This spell can not be used to bring characters who are dead back to life.

Hinder (Skill)

Ranged, Resist (Persistence)

Like Enhance (Skill), this is several different spells, each of which affects a different skill.  For each point of the magnitude of the spell, the target gains a -10% penalty to the next skill test using the affected skill.

Alternatively, for each additional point of magnitude of the spell, the caster can affect one more target.  The bonuses and targets are allocated as necessary, provided each penalty is in multiples of 10%, and the total of bonuses equals the spell’s magnitude x 10%.  If used in this way, each target is affected separately; if one target succeeds in resisting the spell, other targets may fail and be affected.

The most common spells of this type are as follows.

  • Hinder (Perception), often used by thieves.
  • Hinder (Trade), used by the nastier traders.
  • Hinder (Persistence), used by magicians against enemy spellcasters before casting spells upon them.