I've been trying to come up with some new spells for my MRQ2 games. I wanted to try it as an exercise in creativity. Any suggestions or comments are appreciated.
Common Magic Spells
Elemental Weapon
Duration 5, Magnitude 3, Touch
When cast on any weapon, for the duration of the spell, this weapon will deal an extra 1D6 magic elemental damage atop its normal damage. This spell covers all elemental types, with a separate spell for each element. The possible elements are fire, ice, electrical, light, or darkness. This cannot be combined with Blade Sharp or Pierce.
This spell replaces Fire Arrow and Fire Blade in my home brew setting.
Divine Magic Spells
Feel No Pain
Duration Special, Trigger, Acolyte
This spell allows the target to continue fighting despite Serious Wounds. Once cast upon the target they automatically succeed the first Resilience tests for that day, to remain conscious or to continue using an injured limb. The spell is triggered when the target gains a Serious Wound. The spell stays in effect for one day, and will expire after that, whether it is triggered or not, at which point the target suffers two levels of Fatigue. This spell will allow the target to succeed in their Resilience to a Major Wound, however they are still disabled as stated in the rules for Major Wounds.
Wall of Fire
Area Special, Duration 15, Touch, Acolyte, Resist (Evade)
This spell allows the caster to create a wall of magical fire which deals 1D8 magic fire damage to all hit locations to those who try to cross it. Damage can be halved with a successful Evade roll when trying to pass through the wall. For every point of magnitude the wall is 1 meter long. The caster may determine the layout of the wall when casting, it does not have to be straight, but it cannot be moved afterwords.
Common Magic Spells
Elemental Weapon
Duration 5, Magnitude 3, Touch
When cast on any weapon, for the duration of the spell, this weapon will deal an extra 1D6 magic elemental damage atop its normal damage. This spell covers all elemental types, with a separate spell for each element. The possible elements are fire, ice, electrical, light, or darkness. This cannot be combined with Blade Sharp or Pierce.
This spell replaces Fire Arrow and Fire Blade in my home brew setting.
Divine Magic Spells
Feel No Pain
Duration Special, Trigger, Acolyte
This spell allows the target to continue fighting despite Serious Wounds. Once cast upon the target they automatically succeed the first Resilience tests for that day, to remain conscious or to continue using an injured limb. The spell is triggered when the target gains a Serious Wound. The spell stays in effect for one day, and will expire after that, whether it is triggered or not, at which point the target suffers two levels of Fatigue. This spell will allow the target to succeed in their Resilience to a Major Wound, however they are still disabled as stated in the rules for Major Wounds.
Wall of Fire
Area Special, Duration 15, Touch, Acolyte, Resist (Evade)
This spell allows the caster to create a wall of magical fire which deals 1D8 magic fire damage to all hit locations to those who try to cross it. Damage can be halved with a successful Evade roll when trying to pass through the wall. For every point of magnitude the wall is 1 meter long. The caster may determine the layout of the wall when casting, it does not have to be straight, but it cannot be moved afterwords.