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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