Battle Level Three 

 Animate Sword

Spell level:               Battle 3

Magic Points:         6, +2 per round to maintain

Range:                     line of sight

Duration:               1 + rounds

Ingredients:            a sword

The caster is able to animate a normal sword and endow it with a life of its own. The animated sword acts independent of the caster, flying through the air and fighting as the caster wishes. It has the following profile

 

M

WS

BS

S

T

W

A

6

57

0

4

5

6

2

For each round after the first the caster must expend a further 2 MP to maintain the spell PLUS 1 for each hit scored on the sword by its opponent during the previous round. The caster may cast spells while using the sword but can not use meditation. If the sword it wounded to zero or more use the sudden death chart. If the sword is killed the spell ends. It also ends if the sword leaves the casters sight.

 

Arrow Invulnerability

Spell level:               Battle 3

Magic Points:         8

Range:                     24 yards

Duration:               2D6 rounds

Ingredients:            a turtle or tortoise shell

This spell may be cast on either the caster or any individual or group within range. The spell makes them completely invulnerable to normal missile fire, including arrows, bolts throwing weapons or large siege weapons. It will not offer protection from magic missiles, fireball, etc.

The spell lasts for 2D6 rounds from the moment the spell is cast.

 

Arrow Storm

Spell level:               Battle 3

Magic Points:         6

Range:                     Touch

Duration:               See below

Ingredients:            A quiver of up to 12 arrows

By touching a quiver of arrows, the caster can enchant them so that an arrow magically springs to hand as soon as the previous arrow is loosed, thus enabling the archer to fire at twice the normal rate (i.e. 2 shots per round). The enchantment leaves an arrow as soon as it is loosed, or at sunrise the next day if it is unused.

 

Cause cowardly flight

Spell level:               Battle 3

Magic Points:         6

Range:                     48 yards

Duration:               3D6 rounds

Ingredients:            The blood of any Demon

The spell can be cast on any individual or group of creatures within 48 yards. Targets may make a Will Power test, and if this is unsuccessful, they must make an immediate test on -their Leadership. Failing this test forces the victim to withdraw from combat and run away from the scene of fighting, if possible. Victims will continue to flee for the duration of the spell.

This spell will only affect creatures normally affected by psychological effects, not such creatures such as Undead.

 

Cause fear

Spell level:               Battle 3

Magic Points:         5

Range:                     48 yards

Duration:               3D6 rounds

Ingredients:            The skull of any creature over ten feet tall

This spell induces fear in any individual or single group of creatures within 48 yards. Unless they make a successful Will Power test, victims become subject to fear against all potential combat opponents, and have to make the appropriate psychological test whenever a combat is initiated. The effect lasts for 3D6 combat rounds.

This spell will not affect creatures that are normally immune to psychological effects, such as Undead.

 

Cause instability

Spell level:               Battle 3

Magic Points:         6

Range:                     Within sight

Duration:               Instantaneous

Ingredients:            The hand of a Necromancer or Demonologist

This spell affects all creatures within sight of the caster, which are already subject to instability (Ethereal Undead, Demons, Elementals and some Undead). The creatures must make a test against Will Power, or become unstable; roll ID6 and consult the table given in the Bestiary.

 

Cause stupidity

Spell level:               Battle 3

Magic Points:         5

Range:                     48 yards

Duration:               3D6 rounds

Ingredients:            The brain of a giant

This spell may be cast at any individual or single group of creatures within 48 yards. The target(s) must make a test against Will Power or be subject to stupidity for the next 3D6 rounds. The victim(s) must make the appropriate psychological test whenever circumstances dictate (see Standard tests). The spell also lowers the Intelligence of the victim(s) by D6x10 points for the duration of the spell.

This spell will not affect creatures that are normally immune to psychological effects, such as Undead.

Diminished Intelligence may have other side-effects, especially on magicians, who are limited in the number of spells they may know by their Intelligence level (see Maximum Number of Spells Known).

 

Cloak of Darkness

Spell level:               Battle 3

Magic Points:         6

Range:                     Personal/Group

Duration:               d3 + 1 turns

Ingredients:            A pinch of soot and the wings of a bat

When this spell is cast, the caster and any group accompanying him are cloaked in a zone of magical darkness, the radius of which is equal to the dispersal of the group. Note that any group members moving more than 4 yards away from any other group member will no longer remain in the area effect of the spell.

Creatures outside the area of effect cannot see anything inside the darkness, but those inside it can see out. Missile fire into the zone is subject to a -20 penalty, and it is impossible for a spellcaster outside the zone to direct an individually targeted spell at any creature within it. Creatures outside the area of effect wishing to enter within the Cloak of Darkness must pass a Fear test to do so.

 

Corrode

Spell level:               Battle 3

Magic Points:         5

Range:                     24 yards

Duration:               Instantaneous

Ingredients:            A piece of iron and a drop of water

This spell may be cast at a creature or group. Every non-magical item of iron, steel, or bronze possessed by the target creature(s) instantly corrodes away to rust and is destroyed. Metal armour becomes useless, weapons crumble to dust (weapons with wooden shafts and metal heads/tips count as improvised weapons), and so on. Magical weapons and armour are unaffected by this spell.

 

Curse of arrow attraction

Spell level:               Battle 3

Magic Points:         6

Range:                     48 yards

Duration:               1 hour

Ingredients:            A magical arrow

This spell may be cast at any individual or single group of creatures within 48 yards. Each target may make a test against Will power to avoid the effects. If the test is failed, the target is cursed for the next hour.

Any non-magical missiles fired at targets anywhere within 48 yards of cursed characters will redirect themselves at them, selecting the nearest cursed individual where there is any doubt. Missiles which have insufficient range to reach their new target will fall short and cause no damage. Missiles fired by a cursed character turn around in mid-flight and strike their firer.

 

Curse Weapon

Spell level:               Battle 3

Magic Points:         6

Range:                     12 yards

Duration:               3D6 rounds

Ingredients:            A hand-to-hand weapon

This spell allows the caster to curse a weapon. Only non-magical melee weapons can be affected. A cursed weapon causes its wielder to attack with a -20 WS modifier and a -2 modifier to all damage done. Once grasped, the weapon cannot be released for the duration of the spell, unless the wielder makes a successful WP test.

 

Delay

Spell level:               Battle 3

Magic Points:         6

Range:                     One other spell

Duration:               1 day per level of caster

Ingredients:            One measure of liche dust.

This spell is cast in conjunction with another spell to be cast at the same time by the same caster. Any interruption in the casting of either spell with cause both to be wasted and any magic points invested to be lost. The Delayed spell will not take effect until a designated time has elapsed or a specific trigger condition has been met within the time limit of the spell's duration. (I.e. "Fireball will detonate when any roc goes past this location" or "Mystic Mist will take effect in 2 days, 6 hours and nine minutes"). The condition must be simple and clearly and unambiguously stated or the GM should feel free to misinterpret it to the most adverse effect. After the casting, the designated time or condition may not be altered by the caster. If a condition is set but not met by the time the spell expires then the Delayed spell effect is lost.

Dispel Magic will dispel both the Delay spell and its subject if successful. The caster may dispel them automatically given one round to do so.

 

Dispel aura

Spell level:               Battle 3

Magic Points:         4

Range:                     48 yards

Duration:               Instantaneous

Ingredients:            A glass sphere

This spell can be cast against any single character protected by an aura spell of levels one or two. A character may not make a test to avoid the effects. The aura is instantly dispelled. It does not effect auras of level three or four.

 

Dispel Magic

Spell level:               Battle 3

Magic Points:         6

Range:                     48 yards

Duration:               Instantaneous

Ingredients:            A small magnet and a pinch of dust from the remains of a Wizard (or a bone from a Wizard’s skeleton)

This powerful spell may be cast at any creature or group. The effects are as follows:

1. If the creature(s) affected are subject to instability, they must make a test immediately.

2. The magical effects of magic weapons, armour, wands, and all other magical items cease to function for that round, unless their owner makes a successful Magic test. Spell-like effects created by items are, however, only interrupted for one round, and no magic item is permanently disenchanted by this spell.

3. Any one spell effect within the maximum range of the spell may be destroyed (e.g. a Magic Bridge, and area of Mystic Mist, a summoned Swarm, etc.) If the spellcaster who created the effect is within 12 yards of it when the Dispel Magic is cast, he may make a Magic test to prevent it being dispelled.

4. Any spellcaster struck by the spell must make a successful magic test or any spells currently maintained (e.g. illusion, zone, or aura spells) are dispelled. In addition, if the Magic test is failed, that spellcaster may not cast any further spells during the round on which the Dispel magic was cast.

The spellcaster may automatically dispel any spells he has cast himself by use of this spell.

 

Duo-Dimension

Spell level:               Battle 3

Magic Points:         8

Range:                     Personal

Duration:               d6 minutes per level of the spell caster

Ingredients:            A sheet of fine parchment bearing an accurate likeness of the caster

This spell allows the caster to harmlessly reduce himself and his possessions to a flat, two-dimensional version. The caster can choose to flatten himself in any direction - front-back, side-side or top-bottom. While in this flattened state, the caster cannot be attacked from the side to which he exposes his "edge", as he does not exist in that dimension. When he can be seen, however, the caster is highly prone to injury, with all attacks being at double Strength due to the increased chance of "tearing". As any armour worn has no thickness it does not count for any defensive value, although any magical bonuses the armour may have will do so.

The caster may slip through very small cracks in walls or under doors and so on, depending on which direction he has chosen to flatten himself. Should the spell expire when the caster is in a location such as a narrow fissure in a rock face that does not contain enough space to contain his expanded form, the caster will be killed outright.

 

Enfeeble

Spell level:               Battle 3

Magic Points:         5

Range:                     48 yards

Duration:               until next sunrise

Ingredients:            A drop of mouse blood

This spell may be cast at any creature or group. All target creature(s) which fail a normal Magic test lose one point each of Strength and Toughness in addition to the following effects:

- Encumbrance allowance is halved

- All movement penalties for obstacles, difficult ground, and over encumbrance are doubled for the duration of the spell.

 

Ensorcel Mind

Spell level:               Battle 3

Magic Points:         5

Range:                     48 yards

Duration:               1 hour

Ingredients:            a small statue with two faces

The victim of this spell thinks the caster is his best buddy if he fails a magic test. The victim desires to protect the caster and will follow his orders. However, if the caster orders the victim to perform an act dangerous to himself or against his nature (killing a sibling, for example) the victim may make an additional WP test to break the spell.

 

Freeze Mind

Spell level:               Battle 3

Magic Points:         4

Range:                     48 yards

Duration:               one hour

Ingredients:            A small ceramic disk that is broken in half when the spell is cast.

The caster tricks the flow of thoughts and sensations in the mind of the subject, replaying over and over again a fraction of a second of experience. The subject stops in his tracks, unaware of the passage of time or events around him. His mind ignores all sensations during the spell, even acute pain and discomfort. The subject may test vs. WP to resist the spell's effects. If the test is successful, the spell has no further effect. If the test fails, the subject's mind is frozen in the moment, and his muscles become rigid, holding the body in its current position as if paralysed

 

Greater Pentagram

Spell level:               Battle 3

Magic Points:         8

Range:                     3 yards

Duration:               1 hour

Ingredients:            See below

This ritual is a more powerful version of the 1st level Battle Magic Lesser Pentagram. The pentagram takes 10 minutes to inscribe and requires chalk for a stone or wooden surface and a sharpened iron rod if it is to be drawn in dirt, in the same way as for the Lesser Pentagram. It also requires a lit candle to be placed at each of the Greater Pentegram's points. The protection afforded by this spell lasts for 1 hour or until the pentagram is disturbed. The caster and any other creatures within the pentagram are immune from all attacks, magic and psychological effects caused by demons and elementals except Wissentlichs and manifestations of the Demonic powers themselves (such as Tzeench, Necoho, Khorne and so forth).

 

Hide Magical Presence

Spell level:               Battle 3

Magic Points:         5

Range:                     Personal

Duration:               2d6 X 10 turns

Ingredients:            A small silver cube

This spell protects the caster from being detected by skills such as magic Sense and Magical Awareness.

 

Magic Bridge

Spell level:               Battle 3

Magic points:         8

Range                      0

Duration:               until the next sunrise

Ingredients:            a twig from an oak tree

This spell is used to create a solid bridge over any obstacle, such as a river, bog, etc. The spell can be used to create a bridge between the ground and the top of a fortress wall if desired. The bridge begins at the caster's feet, and extends forwards up to a distance of 12 yards per level of the caster. A magic bridge can be up to 8 yards wide if desired and can be crossed without movement penalty.

Once created, a magic bridge can be dispelled at any time by its creator. Otherwise it will last until the following morning, when it crumbles into nothing.

 

Maze

Spell level:               Battle 3

Magic Points:         5

Range:                     48 yards

Duration:               One hour

Ingredients:            A fimir's eye

The group or individual targeted by this spell will become lost, even in familiar

Surroundings. All sense of direction will be lost, even to the extreme that they may think that they are travelling in a straight line even when actually turning left or right and so on. Unless the surroundings are highly familiar or an Int test is made by the targets, they may not realise that anything is amiss.

 

Sanctuary

Spell level:               Battle 3

Magic Points:         8

Range:                     Personal

Duration:               One hour per level of the caster.

Ingredients:            A giant's skull, plated with iron.

With the casting of this spell, the caster and the group that he is with will be enveloped in a protective opaque field. Within the Sanctuary, conditions will be of a kind most comfortable to those contained within it - for example it will be at room temperature no matter what the conditions are like outside and the air will be constantly magically renewed.

Nothing may travel in or out of the Sanctuary, including creatures, missiles, spells, gasses or even light. This means that creatures outside the field will have no idea as to what is going on inside and vice versa. Note that the Sanctuary provides its own interior lighting.

A successful Dispel Magic will destroy the Sanctuary. The caster may dispel it at will.

 

Sharpen Weapon

Spell level:               Battle 3

Magic Points:         8

Range:                     Touch

Duration:               Until next sunrise

Ingredients:            Any edged or pointed hand-to-hand weapon

This spell allows the caster to render a single edged or pointed weapon magically sharp by touching it. This can be a hand-to-hand or missile weapon.

The weapon does not count as magical, and cannot wound creatures which are immune

To non-magical weapons. However, it gains and keeps an exceptionally keen edge or

point. The weapon causes one extra point of damage on a successful hit, and negate

any protection afforded by leather armour.

 

Shatter Bone

Spell level:               Battle 3

Magic Points:         7

Range:                     48 yards

Duration:               Instantaneous

Ingredients:            Bone shards from the leg of a Minotaur.

A single humanoid creature of Toughness 6 or less may be affected by this singularly nasty spell if Magic Save is failed. It will cause a limb (determined by the caster) to suffer an automatic critical effect, shattering the bone with a sickening crunch. If the limb to be affected is an arm then anything held in the hand is dropped and the arm is incapacitated until medical attention is received. If the limb to be affected is a leg then the target suffers a halving of Movement and Initiative until medical attention is received

and must make a test on half Initiative or be knocked down and only able to parry for the next d4 rounds until back upright.

Note that the shattering of a limb in this manner will also reduce the target to zero wounds. Under no circumstances will it affect a creature that has more than 17 Wounds remaining at the time of the spell's casting.

 

Speak in Mind

Spell level:               Battle 3

Magic Points:         3

Range:                     48 yards

Duration:               1d6+3 rounds

Ingredients:            Deleriants (1 dose)

The being’s mind processes the thoughts as if they were its own, though the mind recognises the thoughts as having been introduced from another source, as if someone were speaking directly into the being’s mind, phrased in the being’s own language and imagery, in a voice similar to the being’s own voice.

                Each round the caster may form thoughts and project them into the mind of a single being in range. A new being may be chosen in each succeeding round. The caster’s projected thoughts are limited to phrases, which may be stated verbally in six seconds.

                The target being instinctively translates the transmitted thoughts into terms he can best understand. Concepts beyond his comprehension are translated as incomprehensible gibberish.

                This spell is effective only with beings that have speech. Animals and other speechless beings perceive the projected thoughts as incoherent noise.

                The GM may judge how comprehensible projected thoughts are to their receivers. For example, "Give up! You’re surrounded," projected into the mind of a goblin will translate exactly, but "Hey, that’s cruel and dishonourable!" is likely to be misunderstood by a goblin as praise and admiration.

 

Subvert Weapon

Spell level:               Battle 3

Magic Points:         6

Range:                     Line of sight

Duration:               1 round

Ingredients:            A small silver sword

This spell is cast against one character or creature in the caster's line of sight. It animates one hand-to-hand weapon being held by the target and turns it against its wielder for one round. The subverted weapon attacks its wielder once, with a WS equal to the spellcasters WP and a S equal to one-tenth of the spellcasters Will Power rounded down. The wielder may attempt a Dex test to hold onto the weapon, and if successful the weapon's hit is made at -20. The spellcaster may invest additional Magic Points to reduce the target's Dex test, in the same way as extra Magic Points are sometimes expended to reduce a target's WP test against a spell.

After one round, the weapon ceases to be animated, and falls to the ground unless its wielder is still holding it. This spell can even affect magical weapons, although they are allowed a test to resist it - this equal to 10 %, with an additional +10 for every ability the weapon possesses. Demon swords test against the bound Demon's WP to resist the spell. Any special magical abilities of the weapon affect the wielder normally when it hits him.

This spell has no effect on creatures which are using natural weaponry - it can't be used to make an animal bite or claw itself!

 

Telekinesis

Spell level:               Battle 3

Magic Points:         3+2 per round to maintain

Range:                     24 yards and line-of-sight

Duration:               Variable

Ingredients:            A measure of Wight dust.

This spell will allow the caster to move, lift or throw objects using only the power of his mind. The telekinetic force involved is equal to the caster's WP/10, with any fractions rounded down. Melee attacks may be made (if a weapon is to hand) using this strength score and the caster's Weapon Skill. Thrown objects count as improvised weapons. Another attack form involves pushing people (off buildings etc.) which is resolved with Strength vs. Strength test.

 

Transfer aura

Spell level:               Battle 3

Magic Points:         5

Range:                     4 yards

Duration:               1 transfer

Ingredients:            As for Aura being transferred

Normally Aura spells can only be cast onto the spellcaster. However, this spell enables the transference of an Aura from the spellcaster to any other character within 4 yards. The character receiving the Aura must make a test against Will Power as though under magical attack, or the spell falls to take effect. Spellcasters may enhance their spell (expending extra magic points) to aid transference if they wish.

 

Ward Portals

Spell level:               Battle 3

Magic Points:         10 + 5 per additional day

Range:                     20 yards

Duration:               Until sunrise of the following day

Ingredients:            A wooden wedge

This spell gives additional protection to all the doors in an entire building. All doors add a +1 modifier to their. In addition, warded portals nullify any magic which could open such portals without attacking them (such as the petty spell "Open"). Like the Petty spell "Reinforce Door" this spell can be stacked three times.

 

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