OK...it's my turn again! :twisted:
Beggar's Feast
Duration 10, Magnitude 2, Touch, Resist (Special)
This minor illusion makes any collection of organic materials with an ENC of 2 or less look, smell, and taste like a sumptuous feast. It can be used to make rotting garbage look edible, but can also be used to make dangerous substances (such as poisonous mushrooms) seem harmless. It does not add any nutritional value to the disguised materials, nor does it prevent any adverse consequences from ingesting them. Each person who observes the beggar's feast will experience a slightly different selection of foods based upon their personal tastes - and this may be sufficient to alert astute observers that something is awry. Spells such as Second Sight will automatically see through the illusion, and suspicious observers may voluntarily attempt an opposed test of their Persistence against the caster’s Common Magic skill to discern the true nature of the "feast". This is a free action and does not require the expenditure of a Combat Action.
Blather
Concentration, Magnitude 1, Progressive
This spell makes anything the caster says sound extremely reasonable - but only while the caster continues speaking. The instant that the caster stops talking, it becomes glaringly obvious to all listeners that his speech was full of flaws and contradiction. The spell briefly grants the caster a +10% per Magnitude to and Commerce, Influence, or Oratory skill tests. This bonus persists for as long as the caster keep speaking or a maximum duration of 1 minute per Magnitude (whichever comes first). When the effect ends, listeners will realise that the caster is is speaking nonsense and are likely to conclude that they have been hoodwinked. Individual listeners will react to this realisation in accordance with their own nature, so the outcome may be unpredictable.
Sample Enchanted Item: Ring of Blathering
Any person who wears this ring gains the benefit of the Blather spell whenever they speak. The drawback of the item is that the wearer cannot speak at all without blathering, producing a continuous babble of nonsense.
Lassitude
Duration 5, Magnitude 1, Progressive, Ranged, Resist (Persistence)
This spell weakens the willpower of a single living target, temporarily reducing their Persistence by -10% per Magnitude. When this spell is cast, the target feels his vitality melting away and a languid weakness stealing over him. The target may attempt to resist the sapping of his will by making an opposed Persistence test against the caster’s Common Magic skill. If successful, the target manages to shakes off the enchantment and may act normally. However, if the Persistence roll fails, the target will stand motionless as though in a stupour for the duration of the spell. However, any sharp physical pain (such as a slap across the face) will instantly snap the target out of the entrancement. Note that multiple castings of this spell do not stack - you cannot cast it on a single target repeatedly in order to reduce them to a mindless automaton.
Sample Enchanted Item: Collar of Lassitude
When this plain metal collar is locked around the throat of a humanoid target, the wearer is subjected the a continuous lassitude spell. The wearer can resist the insidious effects of the collar for as long as she keeps making successful Persistence rolls. Once the wearer fails a roll, she will wander around in a daze, overwhelmed by a dreamlike sense of languor. The wearer remains in this state until the collar is removed and can only attempt to resist skills such as Influence or Seduction using her reduced Persistence rating. Some evil slavers have this device welded onto their favourite captives, rendering it almost impossible to remove.
Sobriety
Instant, Magnitude 1, Ranged
This spell neutralizes the intoxicating effects of alcohol, instantly rendering the recipient stone cold sober. The target of the spell must make a resilience roll or suffer nausea for 1d4 rounds due to the abrupt end to their intoxicated state. During the period of nausea, the target suffers a -10% penalty to all actions involving physical coordination or concentration. If the target of this spell does not wish to "sober up", they may attempt to resist it by making an opposed Resilience roll against the caster's Common Magic skill. Note that a drunk adventurer may have great difficulty casting this spell upon himself!
Sample Enchanted Item: Tankard of Sobriety
This is a tankard that has been enchanted with the sobriety spell. Any character who attempts to drink any alcoholoc beverage from this tankard will be the target of a Sobriety spell cast with a skill of 80%
Susurrus
Duration 10, Magnitude 2, Ranged, Resist (Persistence)
This spell produces a soothing droning sound that causes all who hear it to become drowsy. All living creatures within a 10 meter radius (possibly including the caster) must make a Persistence roll or lose one Combat Action for the duration of the spell due to the effects of this drowsiness. Affected creatures who fumble the Persistence roll fall asleep for the duration of the spell. They may be awakened by normal means, but might immediately succumb to the effects of the spell again on the following round if they can still hear the droning sound. This spell has no effect on creatures who are deaf or who have blocked their ears.
Possible Enchanted Item: Susurrus Stone
This is a small pebble that has been enchanted with the sussurus spell. It is kept in a soundproof container until it is needed, at which point it is thrown into the midst of a group of opponents.
Telekinetic Slam
Instant, Ranged, Magnitude 1, Progressive
With a gesture, the caster can inflict knockback on a single opponent from a distance. This inflicts no damage on the target, but may cause them to fall prone. For each point of Magnitude that the caster invests in this spell, roll 1d6. The total rolled determines how much telekinetic force the spell generates. Compare this to the target's SIZ to determine whether knockback occurs. If the total amount rolled is greater than the target's SIZ, they must immediately make an Athletics test to avoid falling prone. In addition, the target is also shoved backwards by one metre also for each five points (or fraction thereof ) exceeding the target’s SIZ.
Water Walking
Duration 5, Magnitude 2
For the duration of the spell, the caster can walk on water or other liquids at her normal Movement. The caster can walk across the surface of the liquid as though it were soft turf, unless she is carrying a load whose ENC is greater than half her STR+SIZ. If the caster is carrying a heavier load, she will slowly sink into the liquid as though it were molasses. This spell does not provide protection from adverse effects associated with exposure to unusual liquid. For example, a foolish character who uses this spell to walk on molten lava will suffer damage from radiant heat, although this might be slightly less harmful than total immersion. The caster may need to make an Athletics roll to traverse areas dominated by swift currents while under the effects of this spell. Turbulent water should otherwise be treated as rough terrain.