Neue Zaubersprüche

AirAnimalCommunication&EmpathyBody ControlEarthEnchantmentFireFoodGateHealingIllusion&CreationKnowledgeLight&DarknessMaking&BreakingMind ControlMoveNecromancyPlantSoundProtection&WarningTechWaterWeather
🛈 Die Zusammenfassung der Zauberregeln
findet sich in Zaubern.
Neue Zauber in Zaubersprüche

Air (AI)

⇑Hoch⇑

Animal (AN)

Communication & Empathy (CE)

Trace Missile

Information; Blocking; Resisted by Will

When cast shortly after someone or something attacks with a missile weapon or missile spell, this spell gives the caster a vision of the approximate location of the shooter, including their direction. On a critical success, the actual destination will be known. Any success gives the caster a +1 Accuracy bonus against the shooter until they move.
This is also a Knowledge spell.

Modifiers: -1 per second that passes between the attack and casting this spell. There is a further -5 penalty if the caster didn’t witness the attack.

Cost: 3.
Prerequisite: Sense Foe.
Item: Any. Energy cost to create: 100.

Understand Text

Regular

Gives an understanding of any written text (as long as it can be visually recognized) regardless of the language or alphabet it is written in. Does not provide knowledge of how it is pronounced, only of its meaning.

Duration: 10 minutes.
Cost: 1 for Broken comprehension; 2 for Accented comprehension; 3 for Native comprehension. Half to maintain.
Prerequisites: Borrow Language and three languages spoken at Accented or better.

Translate Text

Regular

Provides a translated copy of any written text (as long as it can be visually recognized) regardless of the language or alphabet it is written in. Does not provide knowledge of how it is pronounced, only of its meaning.

Duration: 10 minutes.
Cost: 2 for Broken comprehension; 4 for Accented comprehension; 6 for Native comprehension. Half to maintain.
Prerequisites: Understand Text and Copy (M 116).
Item: An enchanted pen that has to touch the original and then be set upon blank paper. Cost to create: 300.

Body Control (BC)

Stunning Weapon

Regular

Surrounds any weapon with a faintly humming and glowing force field that will not harm the user, but turns the weapon's damage into fatigue (fat) damage. On any successful hit, the target must make a HT roll against physical stun.

Duration: 1 minute.
Cost: 4 to cast. 2 to maintain.
Time to cast: 2 seconds.
Prerequisites: Magery 2 and Stun.
Item: A weapon that stuns whenever used, at no energy cost to the user. Energy cost to create: 1500; a $600 Quartz must be set in the weapon.

Stunning Missiles

Regular

Like Stunning Weapon, but cast on a missile weapon. The weapon itself acquires a faintly humming glow. Any missile it fires becomes a glowing bolt, doing fat damage with a chance of stunning the target as per Stunning Weapon.

Duration: 1 minute.
Cost: 4 to cast. 2 to maintain.
Time to cast: 3 seconds.
Prerequisite: Stunning Weapon.
Item: A missile weapon that fires stunning missiles whenever used, at no energy cost to the user. Energy cost to create: 2,000; a $600 Quartz must be set in the weapon.

Earth (EA)

Air to Stone

Regular

The missing and highly spectacular counterpart to Earth to Air (M25, which can convert both Earth and Stone to Air; with a nod to the Flesh to Stone (M51)/Stone to Flesh (M53) couple in the Earth college).

Unlike Create Earth, which simply conjures Earth in a slow and controlled fashion, Air to Earth converts ambient air to packed earth or stone to create a solid wall (yes, even a Force Wall would be cheaper, but not nearly as permanent to block a passage, and the sequential / Link-ed casting of Create/Shape Earth and Earth to Stone is not nearly as cool).

The caveat: Air weighs about 1.3 kg/m³ while packed earth weigh 700-800 kg/m³ and stone anywhere from 1600 kg/m³ (basalt) to 3200 kg/m³ (granite). You thus need somewhere around 30 rooms full of air (sized h2×w4×L5 m³) that will be rushing in fast if you decide to make a h2×w0.5×L4 m³ wall of stone.
Thus, when the spell is cast, anybody in 10y distance of where it coalesces during the 10 seconds of casting must make a HT-2 roll vs. becoming deaf (roll once per hour to recover) and suffers 1d-2 cr. damage (creatures made of air or spellcasters using Body of Air suffer 2d cr. damage instead, compare Concussion, Thunderclap and similar spells). If cast underground or in other enclosed spaces, this might well create a vacuum and kill everybody (see Vacuum, B437 and Suffocation, B436).

Duration: Permanent afterwards
Cost: 20 to cast.
Time to cast: 10 seconds.
Prerequisite: Create Earth, Earth to Air.
Item: Staff with a $1,000 lapis lazuli. Energy cost to create: 4,000.

Enchantment (EN)

Fire (FI)

Food (FO)

Gate (GA)

Healing (HE)

Illusion & Creation (IC)

Knowledge (KN)

Light & Darkness (LD)

Hunter's Mark

Regular; Resisted by Will

Puts a metaphysical mark on the target, which the caster must perceive by himself or have located through a Seek Seeker, Trace or Sense Life or Sense Foe spell when casting this spell. As long as the spell is maintained, the caster is aware where the target is when taking a Concentrate or Aim maneuver. He can attack the target without any visibility modifiers (e.g., darkness, invisibility, cover, etc.) and gets an Accuracy bonus of +1 per level of this spell.
Long-distance modifiers (M 14) apply if the target is not in the caster’s presence.

Time to cast: 2 seconds.
Duration: 1 minute.
Cost: 2 per level, half to maintain.
Prerequisite: Trace, Hawk Vision.
Item: Any. Energy cost to create: 400.

Making & Breaking (MB)

Metamagic (MM)

Mind Control (MC)

Movement (MV)

Recover Missiles

Special; Resisted by ST

Levitates all the caster's thrown weapons or (unbroken) missile weapon ammunition into the caster's quiver or holster, with an effective range, on the Speed and Range Table, of Margin of Success + 7 (base range = 30y). The missiles return to the caster at their 1/2D range per second and dangle in the air next to him for 1 second before settling in the quiver or holster.

If someone holds on to them or if they are stuck, resolve this as a quick contest of ST vs. ST 10.
If someone steps in the flight path, they will be attacked by an ST 10 (1d-2 thr) attacker with skill 12, calculate range from starting point to target. On a miss or a successful Dodge, the item zips past the interceptor; on a successful Parry or Block, the item lands next to the interceptor and must be checked for breakage.

Duration: Varies (time of flight + 1 second)
Cost: 1.
Prerequisite: Apportation.
'Item: Quiver or holster. Energy cost to create: 2,000.

Necromancy (NE)

Plant (PL)

Wooden Leg

Regular (R-HT)

Like Wooden Arm, but for a leg.

Duration: 5 minutes.
Cost: 3 for one leg, 4 for both, 2 to maintain.
Prerequisite: Magery 1, Wooden Arm.
Item: Bracelet or Ring. Energy cost to create: 400.

Sound (SD)

Protection & Warning (PW)

Technology (TE)

Water (WA)

Weather (WE)

Zuletzt geändert am 30.11.2023 00:08 Uhr